Those tiny, once-molten spheres nestled in fine-grained matrix define many meteorites at first glance. Recreate them with layered Worley cells for boundaries, softened by Gaussian blur or distance transforms, then jittered per-octave to avoid regularity. Blend FBM for powdery interstitial dust, sprinkle micro-specks via high-frequency noise, and color-grade with subtle warm-gray to brown tints, introducing size and density ranges that scale believably from macro beauty shots to gameplay camera distances.
Cut and etched iron meteorites famously reveal crisscrossing lamellae, a slow-cooled nickel-iron lattice. While not always visible on weathered exteriors, you can hint at this ordered complexity using anisotropic line noise, angle-quantized bands, and masked warps. Combine metallic albedo accents with restrained metalness and a shallower roughness valley to catch highlights. Keep it impressionistic for surface passes, reserving crisp linework for close-up materials, ensuring plausible storytelling without over-patterning gameplay environments.
Atmospheric entry sculpts a dark, vitreous crust decorated with thumbprint-like regmaglypts. Procedurally, sculpt cavities using ridged multifractal inverted into pits, guided by slope or curvature masks to localize erosion. Overlay directional streaks from velocity-aligned noise to suggest ablation flow. In PBR, gently deepen height and normal detail inside cavities, slightly darken albedo, and raise roughness for burnt glassiness. Calibrate variations so repeated tiles never betray pattern seams under moving light.
Structure graphs into labeled frames: Cells, Matrix, Crust, Polish. Promote critical sliders—cell size, warp strength, oxidation bias, metallic ratio—and clamp to safe intervals informed by references. Add random seed input for batch generation. Use Height Blend and Non-Uniform Blur to soften hard edges, and Curvature Smooth for believable wear. Publish as a generator with presets for chondritic, iron-rich, and breccia styles, ensuring teams can author consistent variations without diving into node spaghetti every time.
Package a node group that wraps tri-planar projection, eliminating UV stretching on boulders and hero props. Provide world-scale inputs to keep chondrule sizes realistic, plus per-axis warp for directional ablation streaks. Combine procedural height with normal detail maps using carefully weighted add operations. Expose color ramps for oxidation, and include a preview material ball with HDRI rotation controls. Document recommended roughness ranges and metallic thresholds so look developers render predictable results across Eevee and Cycles.
Leverage COPs for high-resolution procedural maps, then orchestrate PDG to scatter seeds, resolutions, and style presets across a farm. Export channel-packed textures, name with semantic tokens, and generate thumbnails alongside Marmoset or Karma preview renders. Automate histogram checks, metalness leakage detection, and roughness clamp validation. This pipeline produces cohesive sets—perfect for level dressing or kitbashing—while capturing metadata that assists technical artists diagnosing outliers when integration or compression changes subtly shift material perception in-engine.
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