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Multiple Landscape PhysMats?

so I'm working on [ this ] landscape material, and I'm generating the different colors (will be textures) procedurally instead of using (importing) painted layers.

the problem comes with Physical Materials. Naturally I would like to have different footstep sounds and impact particles for the different textures. If I would be painting the layers I'd be able to use a different Physical Material for each layer. However rock, snow and grass are all part of the same layer so I'm unable to use different Physical Materials on them.

So this is pretty much a feature request. could there be a way to set up usage of different Physical Materials within the same Material?

In UE3 we had the PhysicalMaterialMask feature. that would be a nice starting point, but would still fall quite short for this (only supported masking between 2 materials, and you needed an input texture for it)

I'm thinking something like a Material Node that can have an array (like the LandscapeLayerBlend node) that you fill with different PhysicalMaterial entries, and where you can input values from 0-1, and then plug this node into a new material input called PhysicalMaterial

is this viable?

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asked Oct 08 '14 at 11:53 AM in Using UE4

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avatar image Chosker Oct 12 '14 at 08:32 PM

come to think of it, all I need would be that LayeredMaterials support using different PhysicalMaterials per layer. seems quite a natural feature to have to be honest :)

avatar image Chosker Feb 16 '15 at 01:41 PM

hi, just wanted to come back at this. it's been months and still no answer, just want to know if it's viable that we can somehow use multiple PhysicalMaterials in the same Material, aka. enabling us to output the PhysicalMaterial to be used, directly from within the Material network

avatar image Komahz Feb 19 '15 at 02:35 PM

Any dev that can point us in the right direction?

avatar image Komahz Aug 10 '15 at 05:54 AM

Please devs, give some info

avatar image Chosker Oct 11 '15 at 09:19 AM

hello Epic,

any info on this?

regards, Chosker

avatar image Groatse Oct 25 '15 at 03:16 PM

I'm also really looking for info on this. I have a procedural landscape material that uses MatLayerBlend_Standard's and material functions. I was thinking material functions could have physical materials assigned to them and thus would fix this issue, but it doesn't seem to be possible.

Dear Epic, just wanted to know if this is going to get some treatment or should I go back to splatmapping...

avatar image Komahz Oct 25 '15 at 03:27 PM

No way. Only one answer by devs some time ago on a chosker thread on forum.

avatar image Komahz Oct 26 '15 at 05:26 PM

I'm going to bump this every day

avatar image Olathuss Mar 11 '18 at 10:29 PM

Yes, put this feature back on the to do list.

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3 answers: sort voted first

Hey Kheka and Chosker,

Thank you for taking the time to write up this feature request. I have gone ahead and entered it into our system (UE-22749) using the information you have provided. I also see the benefit of this feature and would like to see it implemented as well. I cannot promise this will make it into the engine anytime soon, but we also ask that you look to or Release Notes or Hotfix Notes for updates to your requests and issues.

Update: The bug number supplied above was a duplicate of the original. Below is a link to the original issue and there is an explanation as to why this feature has been backlogged.


Thank you,

Andrew Hurley

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answered Oct 29 '15 at 06:10 PM

avatar image Komahz Oct 29 '15 at 06:20 PM

Finally, thank you Andrew, and lets we hope :D

avatar image DBouchard May 25 '16 at 02:29 PM

Is there any news on this topic^ I have the same kind of problem and request. I want to be able to have different phys materials on ONE material, or a way to do it without the landscape tool...cause I use static meshes for grounds.

avatar image AndrewHurley May 25 '16 at 03:02 PM

Essentially, you will not assign the physical material for these in the Landscape Material, or via the Landscapes Details Panel. You will want to to apply the individual Physical Materials in the LayerInfo Type that is created when you apply a material to the Landscape and generate them. So this feature is already implemented for Landscapes.

The request still stands for static meshes and has not been addressed or implemented as of yet.

Thank you,

Andrew Hurley

avatar image Jargon May 25 '16 at 05:07 PM

It's good to hear that it's in the system :) I too would like to +1 this feature for static meshes (materials in general, really)

avatar image Chosker May 25 '16 at 06:46 PM

no, that's not what I will want

in the original post I state that I'm not relying on landscape layers. instead I'm relying on the method proposed by the Sylized Rendering Landscape example, where the usage of "layers" (textures) is defined procedurally within the material.

for the Stylized Rendering Landscape example, the feature is just missing. the method I proposed (defining the PhysicalMaterial with nodes inside the material graph) would be an optional but universal solution that would solve the issue for big meshes and for procedurally textured landscapes alike.

hope that clears it up



avatar image OverRated_AU Mar 30 '17 at 12:27 PM

Any news on this? this is a game breaker for auto mats that don't rely on painted layers, really i think a easily option would be able to get the texture from a material using a linetrace and using that info for a Phys.

avatar image Komahz Mar 30 '17 at 04:17 PM

No news, was scheduled for 4.15 but.. you know...

avatar image TomShirk Jan 18 '18 at 04:28 PM

The linked feature doesn't even show up now. :( "Unknown Issue"

avatar image Komahz Mar 31 '17 at 03:50 PM

So this feature will never be integrated/added?

avatar image Arty-McLabin Feb 04 '18 at 09:47 PM

any news on that?

avatar image SlimeQ Mar 02 '18 at 05:50 AM

How did this fall through the cracks?

avatar image benmerrick3d Oct 05 '18 at 11:28 AM

Has this been addressed at all? I cant believe something like this hasnt been added as its fundamental for procedural/large landscapes

avatar image Allegro Jan 15 '19 at 08:16 PM

2019 where I'm located. Still looking for a solution for layered materials.

avatar image Nando123abc Jun 19 '19 at 01:02 AM

Any news on this? Trying to implement this with procedural landscapes. The only way so far is to import files from layer actions....would be nice to be able to control this within the material itself.

avatar image Frostydowns Jun 19 '19 at 10:38 AM

I haven't seen anything more on this yet, this is really annoying.

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Bump, this would be amazingly helpful.

Also I have scaled UE4 in 4.18.3 and there is NO WAY to do this, I'm going to have to do away with my auto landscape material and do everything by hand.

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answered Mar 23 '18 at 11:35 AM

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avatar image Arty-McLabin Mar 23 '18 at 01:34 PM

i have submit a new bug report for this a few weeks ago. it has been received successfully. let's wait for results i guess.

avatar image Komahz Mar 24 '18 at 05:54 AM

4 years... XD

avatar image Arty-McLabin Mar 24 '18 at 11:51 PM

haha at least we have volumetric fog..

avatar image Olathuss Mar 25 '18 at 01:15 AM

It appears this is listed on the roadmap for Future Releases.


Look at Material Layering Workflow.

It appears to be the feature, or am I misunderstanding it?

avatar image Chosker Mar 25 '18 at 07:34 AM

you misunderstand,

Layered Materials (https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/LayeredMaterials) is a feature that shipped in 4.0 (!) and the workflow and tech behind it are being revamped - with an experimental version already shipped in 4.19 (https://forums.unrealengine.com/development-discussion/rendering/1414193-material-layering-feedback-for-4-19)

this has nothing to do with Physical Materials at this point

avatar image Komahz Mar 25 '18 at 07:53 AM

Exactly, like Chosker saw your answer has nothing to do with our requested feature.

An improved workflow for working with layered materials. Artists author a core set of physically based materials and create materials for assets by blending these layers together with a powerful and easy-to-use UI.

Physically based materials are not Physical Materials

avatar image Olathuss Mar 25 '18 at 06:38 PM

Well, my comment wasn't an answer, it was just that, a comment.

Either way, thank you two for providing clarification. You were right in my assumption that physically based materials were the same thing, my wrong. Now I know.

Back to knocking on Epic's door until they get this done.

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The only way is to dump a bunch of assets down and have the physical material trigger off that and use the landscape as just a base which is a pain in the butt, but this appears to be the only way possible, for now.

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answered Aug 02 '18 at 12:14 PM

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