This particular material was divided into three main sections blended together: rock, sand, and ammonite shells. While developing the height map, I usually extract several masks from it to create a basic albedo and roughness map. This helps me better visualize the shapes and how they’re distributed across the material. Thanks to the procedural nature of the workflow, I can easily tweak or change elements anytime, which makes experimenting and creating variants easy, and so it’s often a back-and-forth process.