ElijahThePaver Devlog

InstaMat might be the future!

Over the past few days, I started experimenting with InstaMAT, a node-based material creation tool similar to Substance Designer.

To get familiar with the workflow, I followed a Substance Designer tutorial and recreated an ornamental fabric pattern. The goal wasn’t just to copy the result, but to understand how the workflow translates over from Designer to Instamat for these kinds of materials that are heavily reliant on very specific shapes and blends.

Ornamental Fabric Material

Why InstaMAT?

I decided to try InstaMAT because it offers a node-based workflow for procedural materials, similar to Substance Designer, but with a free license available. Another big reason to get into it was the fact that it combines several workflows together in one place- asset texturing, element graphs for procedural texturing, and even material layering. It essentially has what it takes to replace Substance Painter, Substance Designer, and Quixel Mixer, and become your one and only go-to standard when it comes to any texture work whatsoever for your games or CG work.

Since material creation is an important part of environment art, especially for reusable assets and trim sheets, I wanted to get more comfortable with procedural texturing via node based workflows, so I could author any textures I need from scratch.

Learning the Workflow

Coming from a more traditional texturing approach, working in a new piece of software felt a bit overwhelming at first. But things went smoothly after the initial learning curve.

Some of the key concepts I focused on were:

Ornamental Fabric Material

Building the Fabric Pattern

The material consists of two main parts:

Base Fabric

The base fabric was created using:

This helped create a surface that doesn’t feel flat, even before adding the ornamental details.

Ornamental Border

The decorative strip was built using:

Base Color Map

This part was especially interesting because small adjustments in spacing and scale made a big difference in how clean the pattern looked.

Breakdown

To better understand the material, I broke the graph into a few main sections: thread detail, fabric base, ornamental pattern, and final blending.

Thread and base detail

Thread and Base Detail

The base fabric starts with a simple shape that gets refined using blur and blending to create a soft thread-like form. This is then combined with directional noise to introduce subtle variation and simulate the irregularity of woven fibers.

Using height information early on helped define how light interacts with the surface later when generating normals and ambient occlusion.


Pattern Construction

The ornamental elements are built using simple shapes like circles and gradients, which are then combined and transformed to form repeating patterns.

I separated the pattern into smaller components:

Canvas Snapshot

These were then tiled and blended together to create a more complex design. Breaking the pattern into smaller parts made it easier to control spacing, scale, and alignment.


Fabric and Ornament Integration

Once the base fabric and ornamental patterns were ready, they were blended together using masks and height-based blending.

Some key steps here included:

The goal was to make the ornament feel like it sits naturally on top of the fabric rather than looking pasted on.

Final Blending

Normals, Roughness, and Final Output

The final stage involved generating the PBR maps:

Combining these maps helped give the material more depth and made the fabric feel more believable under lighting.

Multi-Map View

What I Learned

This small exercise helped me understand a few important things:

Thoughts on InstaMAT

So far, InstaMAT feels like a solid alternative for procedural material creation as well as asset texturing. It can replace both Substance Painter and Substance Designer for you.

It has:

I still have a lot to explore, but it seems like a good tool for building materials for real-time environments.

Final Thoughts

This was a small study, but it was a useful step toward improving my material workflow.

Going forward, I want to:

Overall, this was a good introduction to procedural material creation, and I’m looking forward to exploring it further. You can (and should) get Instamat for yourself, it might be the missing piece in your pipeline, use this link: InstaMat website

My ArtStation: link