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    Paramaterized Material Layers

    Perhaps this is already a planned feature in future releases. With the upcoming material layers, a really nice workflow improvement would be treating entire material layers as changeable parameters in of themselves. In the same way that you can apply different material instances to meshes and see then update, it would be really nice to be able to change material layers in a material in realtime.

    Then developers can author a M_Layer_Grass, M_Layer_Rocks, M_Layer_Undergrowth, etc and it will greatly improve the useability of Landscape materials and other complex materials.

    This is a preferable workflow to the current one, as it means you can introduce layers with additional parameters and features (World Aligned textures, fuzzy shading) etc, without bloating the master material itself with tons of switches or unneccessary features.

    Even if the underlying functionality was no different to static switches, requiring the shaders to be recompiled, it would massively optimize the process of authoring/customizing landscape materials, and make landscapes more modular.

    Something along these lines

    Work Tutorials

    #2
    Hi! With the new experimental material layers system, you actually can switch out a layer as a parameter. Right now, you can just do that in the editor, not during the game, but I believe this should solve some of the design concerns you mention here.

    Check out this forum thread for more info! https://forums.unrealengine.com/deve...dback-for-4-19
    We're excited to announce that we've added support for Material Layers in Unreal Engine 4.19 as an experimental feature. Below is some basic documentation to get

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      #3
      Thank you for the information! This will be a radical improvement to my workflow
      Work Tutorials

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