Problems with Material Layering

Hello… I’m working on a static mesh terrain, attempting to use the “splatting” method of layering and masking for variation in texture and to break up tiling. Now…

For two layers, I have what might turn out to be a working terrain texture, but I’d really like at least two more layers over the base two.

Unfortunately, when I bring in my third material layer blend instance into the layered material instance, it wipes out all textures from my terrain. All of the checkboxes are on, I have a mask for this third layer, and its eyeball icon is checked on. However, I’m only seeing the default, pixelated material on my static mesh terrain. When I turn the third layer’s eyeball icon off, the lower two layers reappear.

Any ideas??

Hi @JustA3DMan
Let’s see…

Common Causes & Solutions
Blend Type Mismatch

Check that all the layers are compatible with the blend types they employ (such as LB Weight Blend or LB Alpha Blend).

If blending is performed incorrectly, it can override or cancel other layers.

Poor Mask Texture

Verify your mask has real visible alpha or grayscale data.

Make sure it’s not completely black (which would cause the layer to be invisible).

Weight Normalization (for Weight Blends)

All the weights must sum to 1.0 — lost or zero weights will corrupt the blend.

Layer Order Problem

Higher layers may overwrite lower ones entirely unless masked properly.

Try to reorder or change mask influence.

Too Many Texture Samplers

Adding too many textures may exceed the shader’s sampler limit and cause the material to crash.

Check material stats in the editor.

Layer Function Outputs

When using Material Layer Functions, make sure each outputs proper data (Base Color, etc.).