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Procedural Texturing with RGBA Mask for Rock - UE4 -

For an envrionment project, I choose to use a RGB mask texturing workflow my rock. This workflow is efficient to texture a large amount of rock, is very iteration friendly, and well optimised for Real Time because the texture used are General Texture ( except for a normal map ) that can be used on other assets.
The textures are tilling depending on the asset size to keep a pixel density consistent between all the rocks, even if they are rescaled. The shader can be easily expended, for example by adding a new mask on the alpha channel of the rgb mask.

Rocks were sculpted and decimated in Zbrush.

Rock textured in Unreal with the RGB Mask technique

Rock textured in Unreal with the RGB Mask technique

The RGB Mask store a noise that I use to lerp two different textures with, the baked curvature map to brighten the edges and the occlusion. The alpha channel can be use to store another mask such as moss placements, another noise etc ...

First Rock Texture

First Rock Texture

Second Rock Texture

Second Rock Texture