The principle: to create a realistic material of soil under alchemist substance and to integrate it in Unreal Engine 4 by concerving or reproducing the displacement ... so I create a material with Alchemist using a source substance and adding some amplitude and elements such as water, dust ..etc ..
I then export this material in sbsar.
I then created a tesselation plan under 3dsmax and I imported everything under Unreal Engine 4, thanks to the generated material editor a tesselation, I created an instance to manage the heights. Here is the result ///
Alchemist to Unreal Engine 4