Category Archives: Real Time

Beach Sand with Pebbles – Material Study

100% Substance designer, rendered in blender EEVEE

Artstation post

This is one of the refreshing, holiday scenes that typically inspire me (and make me nostalgic when I live far from the ocean). I first tried to process in Substance Alchemist some sand and pebble surface scans I did in Brittany a while ago, but lighting conditions on the field were not perfect and my scans were not good either, so I went for a material study in Substance Designer instead. This is what I came up with.

The material is 100% procedural, created in Substance Designer and rendered in Blender Eevee.

Full material rendering
Full material rendering
Gray diffuse rendering

Lighting turntable

Full material rendering
Gray diffuse rendering
Material breakdown (from top to bottom): Normal- Roughness – Height – Albedo – Ambient Occlusion

Material turntable.


Some reference pictures from Beg an Dorchenn, Plomeur, France:

Beg Ann Dorchenn beach, Brittany, France
Beg Ann Dorchenn beach, Brittany, France

Exploding Star / Orb

Last Edited: 06/04/2021

gif version:

Some shader and particle study I did after work for the last couple of days, playing with Shuriken particles, Amplify Shader Editor and ShaderGraph in Unity 2020.3 and URP. This is spontaneous inspiration (the effect isn’t based on any particular reference), although there might be some seismic charge influence from Star Wars.

No VFX Graph here. I wanted to make some simple game fx, to work on basic features such as dissolve effects, shockwaves, distortion, and experiment a bit more with custom vertex streams to make the most of what shaders can do and avoid using scripts to controle them.  The whole fx uses a single packed texture of noises and patterns I imported from Substance Designer.

Shader for the solid sphere:

Shader for the custom distortion effect:

I came back to it a few times to adjust the timing, bring improvements on the different parts and add some camera effect. 

From something that looked quite linear at the beginning I managed to get to more interesting and punchier results I am starting to be happy with, although it could still be improved on some aspects (optimizing shaders, removing artifacts, adjusting timing again…).

First version 25/03:

Latest iteration 06/04:


Railway Track Material

Wow, lots of dust around here ! Time to refresh the gallery just a bit !

Here is a substance material I made for a VR train simulation and published on Artstation a while ago already.

This is 90% Substance Designer. I already had the gravels modeled separately in Blender for another project, I just baked and piled them up in Designer.

Rendered in Blender Eevee.

From top to bottom: Metallic – Normal – Roughness – Displacement – Albedo – Ambient Occlusion.