This case study tests an optimal workflow for creating environments that can be stylized or photorealistic while utilizing the same meshes in Unreal Engine. Each material consists of a 16x1 pixel color curve accompanied by two 1k packed textures. The textures contain a gradient map, roughness, AO, height, metalness, and normal along with an available blue channel which can be allocated to a grunge map.
I used a layered material and texture painting to paint virtual textures mapping the different layers to the mesh. Parameters in the material allow me to adjust heigh values for each layer, creating a buildup of surfaces along the normal direction. UE 5.7 updates show improvement to nanite displacement where, though dense up close, nanite does visually reduce triangle based on camera distance as expected.