Thanks for the reply. So after many years of working in the VFX industry I’ve finally made the move to UE4 but am quickly considering this a mistake as its so hard to figure out.
I’ve been wracking my brains and writing multiple posts on how to do the following:
- Layered Materials on landscape/mesh with Parameter Adjustments open for each Material in the Layer stack.
I though the above (which is quite easy in something like Maya with Redshift) would be straight forward but I’ve lost almost 2 weeks on this and I cant seem to figure it out in UE4.
I have tried the following:
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Materials Layered together using Landscape Layer Blend node. (attached image1, 1a, 2 & 3)
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ISSUE - My main material is built with Material Functions so everytime I make a new material I have to go through and rename all my inputs in the Material Functions to make sure they are unique. For example of my BaseColor, I have to rename BC_saturation to something like BC_saturation_leaves because you cant have more than ne instance called BC_saturation otherwise when you change one it changes all of them with the same name!
I cannot make multiple Material Instances because I need to have inputs/outputs available and Materials don't allow this option.
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I then enabled ‘Support Material Layers’ in the Project Settings and tested a new Material made up of Material Attribute Layers. This gives the option of creating instances of my Material Layers (which replace Material Functions above) and layer them on top of each other whilst still remaining individual. (attached image 4 & 5)
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ISSUE - As in my attached image 6, this example works on meshes but only partly works on landscapes. The parameters to adjust things like UV tiling and rotation seem to work on landscapes but not color adjustments as you can see in the purple tiling. The tiling of two leaf maps works in both the cylinder and the landscape but only the color tint seems to work on the cylinder - so confusing how its not consistent.
So as an example, I’m trying to have the option for me and my team to add 10 materials:
**- Leaves
- Leaves_B
- Moss
- Ferns
- Roots
- Mud
- WetMud
- Pebbles
- Rock
- Rock_B**
And on each one be able to adjust UV, BaseColor, Roughness, Normal parameters such as brightness, saturation, contrast etc but also be able to LERP the same amp back over itself through an alpha tp help breakup tiling and to add Macro Variation to each of the 10 Materials. (attached image 7)
This is just standard material shader layering that I though would be possible in UE4?
Any help would be appreciated.
Many Thanks!