Landscape and multiple physical materials, best workflow

Hello,

I have a question about the best workflow for having a landscape material with multiple physical materials.

Let’s say I have only 2 layers, ground and snow, each with different friction, and snow is painted over the ground. In order for the snow friction to work, I have to subtract the snow layer from the ground layer for the Landscape Physical Material Output node, otherwise the snow layer physical material is ignored.

If I paint snow and ground next to eachother works as expected, but if they overlap I need to do the subtraction operation, even though the friction combine mode is set to multiply.

For 2 layers this workaround is fine, but for 8 it gets more complicated. I’m sure it’s me doing something wrong since I’m new to UE5 landscape system and some help with this would be fantastic.

Thanks!

this works but it doesn’t seem to be right solution.

Use the Round node if you have a bunch of alphas. It can make the min/max/multiply/etc a lot simpler & cleaner/neater (hard cuttofs):

for clarity: Physics_Out is just a color mask where Snow is white and roads/paths are grey..

why it’s needed to have just one 1 in a given input and the-rest as 0’s is to think of the output node as a state-machine where ALL nodes are evaluated and we can (logically) only have one valid out put. hence the need for the funky cut-n-dry maths. the engine-bits down the line are looking for a single physics thingie, i mean it IS a point-based system, so it would tend to 1 anyways.. so to make those-guys happy, we need to return one-and-only-one value; like a binary switch.

what would the engine do if you returned both sand and water as 1? how should it set precedence between the two? YOU do, with the mathy-bits.