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.
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.