Static mesh affecting landscape material


Is there any way to establish some sort of connection between static meshes and the landscape material? or even vice versa.
The idea is for instance your landscape has two layers Soil and Rock, then you place some rocks on the Soil part of the landscape and it automatically fades into the Rock layer on the landscape on the areas that are around the placed static mesh.


Placing rocks on a Muddy part of the landscape and make the mud automatically project onto the bottom parts of the rocks too.

Such a system has a lot of uses for me but I’m not sure how it can be achieved.

I saw ONE person do this but it was in a thread that I looked at a long time ago and now my UE4 profile only shows my posts for the last few days. I’ll try and find the thread for you, though.

Edit: Here it is.

The explanation is on the second page of the polycount thread. It’s not exactly what you want it to do, but it achieves pretty much the same result.

Thanks a lot man. I’ll take a look at it.

No problem, hope it helps.

Did you ever figure out a good solution?

The link didn’t work out. Seems like that’d only work if the terrain itself is a static mesh, not created using the landscape system. But even then it’s actually a manual process of vertex painting.
I searched a lot but nothing so far. Gotta have to find a way to make different materials sensitive to each other. Then we can use the distance to blend one into another for example if A gets this close to B, blend B into A according to this mask (which can be a world space gradient, white from bottom and fade into black towards top. But still have no idea how to make that relationship between two materials.

^ That for blending the terrain material into the mesh material for things like mud etc.

And this for example, you see how a rock layer is painted on the terrain underneath the rocks as they intersect with the terrain. (Not sure if it’s done manually there or what, but the image serves to show what I mean).