How to make a Mask Texture for a Physical Material Mask ?

Hey everyone!
I’m having an issue with my Physical Material Mask. I’m trying to input a mask texture here


but it won’t let me add anything. I’ve seen on previously asked question that you had to have a mask map with 8 color (RGB-CMY-WB) but what does that mean ? I’m making a test texture map in photoshop, what would that stand for, do I need to have 8 channels? or 8 layers set as screen or something like that ?

There’s not much on the subject, most of the links I found are either deleted or not what I’m looking for. And I can’t seem to find any Documentation on Unreal for that either ! I’ve seen someone mention Blender but I’ve never used it for that purpose and I’m not really an expert so I don’t know how to make an RGB PNG on Blender…

Please help !! :folded_hands:

Same issue. Texture parameter is grey out. Waiting for a fix.

Great question @Lu_Bacc — and you’re definitely not alone! The documentation on Physical Material Masks is pretty sparse, and the “8-color map” explanation often gets glossed over. Let’s break it down :backhand_index_pointing_down:


:artist_palette: What is an 8-color Mask Map?

A Physical Material Mask in Unreal lets you define up to 8 different physical materials on a single mesh, based on a mask texture.

Each of those 8 physical materials corresponds to one of these 8 basic colors in the mask:

  • Red (255,0,0)
  • Green (0,255,0)
  • Blue (0,0,255)
  • Cyan (0,255,255)
  • Magenta (255,0,255)
  • Yellow (255,255,0)
  • White (255,255,255)
  • Black (0,0,0)

You don’t need 8 layers in Photoshop — just one image where each region is filled with one of those colors.


:framed_picture: How to Make One in Photoshop:

  1. Create a new 8-bit RGB image.
  2. Paint the areas of your mesh you want to assign to each physical material using the solid colors listed above.
  3. Avoid blending or anti-aliasing — this mask needs to be sharp and uncompressed.
  4. Export as PNG or TGA (lossless).

:white_check_mark: Tip: Make sure compression settings in Unreal are set to Vector Displacementmap or Masks, so you don’t get smoothing/artifacts.


:wrench: If You Want to Go Beyond Photoshop:

  • Blender lets you bake masks using vertex colors or UV islands → export to texture
  • Substance Painter is another great way to paint ID maps directly onto complex models

:brain: Bonus: Keeping Track of Which Color = Which Material

Once you’re using physical masks across multiple assets, it’s easy to forget what red vs. cyan meant, or which model has which assignments.

That’s why we built Asset Optics — a plugin that lets you:

  • :card_index_dividers: Comment directly on meshes like “Red = grass, Blue = mud”
  • :white_check_mark: Track checklist steps like “mask baked,” “physical materials assigned,” etc.
  • :counterclockwise_arrows_button: Sync all notes to a web dashboard so your team (or future you) knows what’s been done

Super handy when dealing with material libraries, layered FX, or shared assets across levels.


Let us know how it goes — happy to drop a sample .PSD if you want something to test with!

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OOOooooh yeah that works way better that way ! Thanks a lot !

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How did you manage to slot that mask into the Physical Material Mask asset when the slot is greyed out?