# Foliage in the material for static mesh (Feature request)

**URL:** <https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506>\
**Category:** World Creation\
**Tags:** foliage-type, static-mesh-disappea, unreal-engine, question\
**Created:** [May 1, 2020, 5:05am UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506 "2020-05-01T05:05:06Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![TheSubZer0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheSubZer0](https://forums.unrealengine.com/u/TheSubZer0)\
**Post date:** [May 1, 2020, 5:05am UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/1 "2020-05-01T05:05:06Z")

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I created a material with layers of painting with automatic foliage with grasses, flowers and trees and it worked perfectly in the landscape but nothing happens when I put the material on the static mesh. I have also tried to put the static mesh at the level THAT I want to have foliage, I created a landscape and used the feature of placing landscape foliage to place on a static mesh and in the end I tried to merge the instances of the foliage with the static mesh but it got massive lag. I want to put foliage on a static mesh that is movable but I have found no way. HELP.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [May 1, 2020, 7:36am UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/2 "2020-05-01T07:36:17Z")

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Landscape materials work differently from other materials. You will find it doesn’t work on a static mesh.

If you want to paint foliage on a mesh, you have to do it with the foliage tool ( with the static mesh checkbox enabled ).

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**Author:** ![TheSubZer0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheSubZer0](https://forums.unrealengine.com/u/TheSubZer0)\
**Post date:** [May 1, 2020, 5:46pm UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/3 "2020-05-01T17:46:08Z")

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I already did this but the static mesh belongs to a blueprint and is movable (It is an actor planet that simulates physics). It is not possible to attach foliage to a movable blueprint and to dip all the foliage with the static mesh making 1 is not efficient because it takes a long time to dive and creates a massive lag when the static mesh exists in the world.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [May 1, 2020, 5:56pm UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/4 "2020-05-01T17:56:33Z")

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You have to find a different way of doing it. It’s not going to happen with landscape materials and the foliage tool. Because it basically isn’t a landscape.

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**Author:** ![TheSubZer0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheSubZer0](https://forums.unrealengine.com/u/TheSubZer0)\
**Post date:** [May 1, 2020, 6:07pm UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/5 "2020-05-01T18:07:25Z")

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I created this topic in the forum to discuss it, you can reply there if you have any ideas:  
[https://forums.unrealengine.com/development-discussion/rendering/1753831-placing-foliage-on-a-static-mesh-feature-request](https://forums.unrealengine.com/development-discussion/rendering/1753831-placing-foliage-on-a-static-mesh-feature-request)

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [May 1, 2020, 6:15pm UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/6 "2020-05-01T18:15:25Z")

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Good idea.

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**Author:** ![TheSubZer0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheSubZer0](https://forums.unrealengine.com/u/TheSubZer0)\
**Post date:** [May 3, 2020, 1:03am UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/7 "2020-05-03T01:03:35Z")

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I tried to use vertex painting to put automatic foliage using a color layer but it seems that the engine does not offer this functionality even if it were possible.

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**Author:** ![i8nwiTm86](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@i8nwiTm86](https://forums.unrealengine.com/u/i8nwiTm86)\
**Post date:** [June 4, 2020, 12:43am UTC](https://forums.unrealengine.com/t/foliage-in-the-material-for-static-mesh-feature-request/464506/8 "2020-06-04T00:43:37Z")

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Oh wow. If it was a snake it would’ve bit me. Thanks!

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