Creating Procedural Materials for Graphics
In open-world projects, the art department spends weeks manually rendering 20+ variants of a single texture. Procedural materials solve this: one parametric graph in Substance Designer in 2–3 days yields all 15 variations. Time savings — up to 80%, and the texture budget is reduced 5 times. For example, developing a procedural material set costs $800–$2,000 and saves $5,000–$10,000 in manual texture production per project. Our engineers have 10+ years of experience in procedural generation and are Adobe certified.
Suppose you need 15 variants of stone masonry for different biomes. Manual rendering — three weeks. A procedural graph with parameters (stone size, shape variation, smoothness, moss/dirt, weathering) — one day. We guarantee the result will be PBR-correct and ready for integration into Unity or Unreal Engine. Procedural materials are 5 times more efficient than traditional methods. official Substance Designer documentation
How Substance Designer Accelerates Texture Production
Substance Designer is the standard tool for creating procedural tiled materials. How it works: instead of layers in Photoshop, you use a node graph where each node performs a mathematical operation on the image. Shape → Transform → Blend → Warp → Level — that's the basic chain for any structural material (brick, tile, patterned metal).
Key nodes used in every serious material:
- Tile Generator — the foundation for regular structures. Parameters: number of elements per X/Y, offset between rows, random rotation, size variation. It controls brick density in masonry or gravel on a road.
- Flood Fill + Flood Fill to Random Color/Grayscale — isolates individual elements for independent modification. For example, each brick gets a random Normal Map variant from a set of presets. This breaks perfect repetition without losing seamlessness.
- Directional Warp and Warp — deformation for organic surfaces: wood, bark, skin, rock. Without Warp, procedural materials look mathematical, not natural.
- Histogram Scan — a critical node for calibrating ranges. All PBR values must fall within physically correct ranges: albedo 30–240, roughness 0–1, metallic 0 or 1 (practically binary). Histogram Scan with Position and Width parameters allows precise range adjustment.
Example from practice
For an open-world RPG, we needed 15 variants of stone masonry for different biomes (tropics, tundra, desert). Instead of 15 separate texture sets, one parametric graph was created with variables: stone size, shape variation, edge smoothness, moss/dirt type in joints, weathering intensity. All 15 variants were exported with different parameter values in one day — versus three weeks of manual work.
What If the Procedural Material Slows Down the Application?
Substance Designer exports .sbsar files — a compiled graph that can be loaded into Unity or Unreal and parameters controlled at runtime. On mobile platforms, .sbsar generates textures at app startup — this loads the CPU, so for mobile we typically export pre-baked PNG variants and switch via Texture2D swap. For runtime generation on mobile, an alternative is custom shaders in ShaderGraph or Material Graph, which compute the procedural material on the GPU. This is faster but limited in complexity: basic patterns (Voronoi for stone, Perlin for organics) work well; complex multilayer materials do not.
Comparison of Procedural vs Manual Textures
| Criterion | Procedural Material | Manual Texture |
|---|---|---|
| Creation time (basic tile) | 2–4 days | 5–7 days |
| Variability | Parametric (10+ variants from one graph) | Each variant painted separately |
| Disk size | Kilobytes (.sbsar) | Megabytes (PNG) |
| Runtime modification | Yes, via parameters | No, need to switch textures |
| Quality of unique elements | Lower | Higher |
| Cost per project | $800–$2,000 | $5,000–$10,000 |
How We Create a Procedural Material: Step-by-Step
- Analyze references and identify key variability parameters.
- Prototype the graph in Substance Designer.
- Agree on ranges with the art director.
- Export .sbsar with settings for the target engine.
- Integrate into Unity or Unreal with runtime control.
- Document parameters and graph logic.
- Provide support during integration and subsequent refinements as needed.
What's Included
- Source graph (.sbsar) with full documentation.
- Team training on parameter handling and graph modification.
- Integration into the target engine with a demo scene.
- Guarantee of PBR correctness and platform optimization.
- Support during integration and 3 months after delivery.
Timeline Estimates
| Task Scale | Approximate Time |
|---|---|
| Single basic tiled material (Substance Designer graph) | 2–4 days |
| Complex organic material (bark, rock, skin) | 4–8 days |
| Parametric set (one graph with 5–10 variants) | 5–10 days |
| Integration of .sbsar into engine with runtime control | 2–4 days |
The cost is calculated individually after requirements analysis: number of materials, required level of parameterization, target platform.
Contact us for a preliminary assessment of your project. Order procedural material development and get a consultation.





