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Layered Materiel not rendering properly?

I have problems doing layered materiel; i have a repeatable materiel and an asset materiel overlaying using a color mask however its not rendering properly. Im new to layering materiels, can someone help me out.

okalt text bad alt text Left -Asset materiel, Right- Repeatable materiel alt text Main materiel alt text

Product Version: UE 4.10
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asked Dec 06 '15 at 11:54 PM in Rendering

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avatar image Lovecraft_K ♦♦ STAFF Dec 09 '15 at 09:01 PM

Hi -

Can you let me know what you are expecting with your Layered Material, it could be that your alpha texture input is backwards and you are rendering your top where you want you base and vice versa.

Thank You

Eric Ketchum

avatar image AzamKhan Dec 09 '15 at 10:52 PM

i want the tilable materiel to be on top of the asset materiel. I inverted the alpha and it renders correctly however the tilable texture only comes on the 'white area of the alpha'. Is there another way of doing this. I want two materiels to be on top of each other blended together

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Hi AzamKhan -

If you want the Materials to be blended directly on top of one another, use a Scalar Value of 0.5 in the alpha input instead of the texture Alpha. If you want certain places to be more of one material than the other use a LERP node with A set to 0.5 and B set to either 0 or 1 depending on whether you want to Base or Top Material to be more prevalent and the Alpha Texture plugged into the Alpha of the LERP. Finally, place the output of the LERP into you MaterialLayerBlend as the Alpha.


Thank You

Eric Ketchum

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answered Dec 10 '15 at 03:07 PM

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Lovecraft_K ♦♦ STAFF
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avatar image AzamKhan Dec 10 '15 at 03:36 PM

This happens if i try to increase the value of the tilable materiel with the alpha it works fine if both are set to 0.5

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it works fine if both are set to 0.5

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solv.jpg (262.1 kB)
avatar image Lovecraft_K ♦♦ STAFF Dec 10 '15 at 03:46 PM

If 0.5 into the both of the LERPs gives you the results you are after, then you can just plug in a 0.5 into the Alpha Value of your Blend, it will save a few instruction counts.


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