Substrate Automotive Materials Pack

News

February 26, 2026

Get over 280 production-ready automotive Substrate materials for UE 5.7—free on Fab

Automotive

Fab

Lumen

Path Tracer

Substrate

UE 5.7

Visualization

Automotive Substrate Materials is now available for free on Fab.


Built entirely on Substrate, Unreal Engine’s next-generation material system, this pack provides a physically accurate, production-ready material foundation for automotive visualization, delivering consistent results across Lumen and Path Tracing workflows.

Designed for high-fidelity automotive rendering in Unreal Engine, the pack also provides a practical ground-truth reference for game development and a useful Substrate material resource for anyone exploring what’s possible with UE 5.7. 

What’s in the pack

Automotive Substrate Materials includes:
  • Over 280 automotive-focused materials covering the most common vehicle material types
  • 150 material setup assets and nearly 50 reusable material templates to speed up iteration
  • A zoo-style overview map
  • A calibrated look development map built for high-quality automotive rendering
The materials are compatible with Unreal Engine 5.7.3 and later; download them for free from Fab for direct use in your projects.
 
The Automotive Substrate Materials pack on Fab.

Advanced capabilities for automotive materials

By fully embracing Substrate, the pack supports advanced surface and layering behavior that was difficult or impractical to achieve with previous material systems, including:
  • Physically layered finishes such as single-, dual-, and triple-coat car paints and waxed leathers
  • Advanced translucent materials with renderer-specific behavior
  • Complex surface responses like glints and colored glints, thin-film interference, anisotropy, perforation with masking, and controlled imperfections such as fingerprints and scratches
  • Simple, production-friendly controls for color like tint and HSV, and map-driven parameters such as roughness and specular
  • Flexible mapping options throughout, including UV and triplanar workflows
Various textures and materials in Automotive Substrate Materials.
Various textures and materials in Automotive Substrate Materials.
Various textures and materials in Automotive Substrate Materials.
Various textures and materials in Automotive Substrate Materials.

All common vehicle material types in one pack

Automotive Substrate Materials covers the most common material types found in vehicles through purpose-built material classes that map directly to real automotive use cases.

Each material targets a specific application—paints, leathers, metals, glass, plastics, emissive screens, and lighting elements—so it’s easier to choose the right material, understand its intent, and adapt it for production.
Examples of brushed steel in the Automotive Substrate Materials pack.

Physically accurate defaults from measured data

Material parameters are derived from lab experiments and real-world measurements, providing physically accurate defaults for automotive scenarios. This makes the pack a practical reference for teams that need repeatable, trustworthy results.

For metals, measured data is also exposed through a Blueprint lookup tool, enabling you to quickly select and compare metal presets while keeping values consistent across a project.

A scalable, consistent material architecture

All materials are built on a shared library of reusable material functions that encapsulate common behaviors, such as:
  • Base color handling
  • Roughness and specular control
  • Triplanar projection
  • Imperfections such as fingerprints, scratches, and dust
  • Anisotropy
  • Emissive behavior
  • Perforation
This modular approach keeps results consistent across the pack, reduces duplication, and makes it easier to extend the materials for new vehicle visualizers, configurators, or game production needs.
Examples of paint and metal in Automotive Substrate Materials.
Examples of paint and metal in Automotive Substrate Materials.
Examples of paint and metal in Automotive Substrate Materials.

A calibrated environment for Lumen and path tracing

The lighting in the environment has been cross-checked using luminance and color temperature meters, along with photogrammetry-based measurements, and calibrated for both Lumen and the Path Tracer.

That means you can treat the look development map as a high-standard, reproducible validation environment for automotive visualization and game development.
A vehicle visualized with Automotive Substrate Materials.
A vehicle visualized with Automotive Substrate Materials.

Download Automotive Substrate Materials today

Accelerate your automotive visualization with physically precise, production-ready Substrate materials in Unreal Engine 5.7 today!
Download now
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