!!WORK IN PROGRESS!!
I started this project as learning exercise with the aim of building a highly customisable rock material, as well as learning how to use world aligned textures and vertex paint for realistic materials in UE4.
Instead of doing everything in a single material graph packed with nodes and functions, this time I switched my workflow to use multiple parameterized material layers and vertex paint blend layers.
Once I was happy with the variety of parameter options on the rock materials, I decided to test it out by creating a small realistic styled coastal environment, loosely inspired by the whale graveyard areas of Skellige in the Witcher 3.
Video of the customisation options in action
My worldposition colour function in action - it means I can place clusters of rocks which share the same material/parameters without them looking overly uniform in colour.
The lichen texture is packed into a material layer and masked in the G channel when vertex painting
Here's the process of building up rock shapes and cracks in Substance Designer for a macro rock noise texture, which I used to add some variation into my base rock material layer