Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Landscape material LODs?

It seems only 1 material can be assigned to a Landscape actor.

Is it possible to use different materials for lower geometry LODs? I.e., material LODs.


Product Version: UE 4.9
more ▼

asked Dec 23 '15 at 11:02 AM in Rendering

avatar image

186 14 21 32

avatar image Logan Bailey ♦♦ STAFF Dec 23 '15 at 02:28 PM

Hello PowerDesign,

By default, landscapes auto generate their own LOD's. A work around would be to create your landscape geometry and import it as a static mesh. You could assign your own LOD's externally and then import them with the static mesh.

I can turn this into a feature request for you. If you would like for me to do this please respond to this thread.


avatar image PowerDesign Dec 24 '15 at 01:32 AM

Hi Logan, "auto generate their own LOD's" is the geometry LODs, which I know. "import it as a static mesh" will lose the benefits of terrain. Sure, "feature request" is great.

avatar image PowerDesign Dec 24 '15 at 03:01 AM
avatar image Logan Bailey ♦♦ STAFF Dec 29 '15 at 03:47 PM

I have discovered that there is a feature request for the material editor to have nodes that support streaming LOD level proxy landscape textures. Effectively, this would give you the power to pick and choose different LOD's and assign them to a landscape material. However, this issue was updated earlier this year and is still flagged as Backlogged.

I do not have an ETA for when this issue will be looked into or when/if it will become a feature in UE4.

The ticket number is UE-6493

Thank you very much for reporting this issue to us. Someone else from Blueprints will look into your other post as soon as they are able.


avatar image PowerDesign Dec 30 '15 at 01:43 AM

"material editor to have nodes" won't work. I want material LOD instead of texture. The point is different materials (with or without tessellation).

avatar image Logan Bailey ♦♦ STAFF Dec 30 '15 at 03:43 PM

I understand this. What I am trying to explain is that there is currently no nodes within the material editor to support this function. That is what this bug covers. Without the features for the material editor, there is no possible way to even change the LOD's manually for your landscape. In this case there are no workarounds other than manually creating your own landscape in an external software or to use the auto generate LOD's.

avatar image PowerDesign Dec 31 '15 at 01:22 AM

Seems not on the same page. Tessellation Mode is a material property dropdown list, the only way to have both tessellated and non-tessellated materials is to have 2 different materials. If different materials are assigned to different components dynamically based on camera position, it is material LOD.

avatar image Logan Bailey ♦♦ STAFF Jan 02 '16 at 07:37 PM

I was unaware that you were attempting to use Tessellation across multiple materials and then use those materials to be called upon based off of camera position. I was thinking of a shader that would act as a network to call multiple textures with one material assigned to the landscape. As you can only assign one material to a landscape this seemed to be the best option. I believe what you are attempting is possible through blueprints. Based on camera position you would call a certain material. Unfortunately, this way would require you to be a certain distance from the landscape itself, as opposed to a position on the landscape. For example if you moved away from the landscape and were a distance from the entire landscape this function would be called to change your material. If your character, or actor, were to exist on top of the landscape it would never reach that distance away and would not call the material. To answer your question, it may be possible, but it would not be a viable solution to what you are looking for.

avatar image PowerDesign Jan 03 '16 at 01:23 AM

That is why I recommended you to look at my other question post. Please, try to put the energy on the key point.

avatar image Logan Bailey ♦♦ STAFF Jan 04 '16 at 02:20 PM

Hello PowerDesign,

I have looked at your other post. It is listed under Blueprints and Scripting. This issue is listed under Rendering. To that end I am attempting to exhaust all possibilities of this post. We ask that if you write a post you do not write a repeat post and if the two are related you provide any and all information in one post. That way we can address all related issues without delegating out additional resources to handle the same issue.

Additionally, I was not clear on what you were attempting to do and which way you were attempting to do it. Through further questioning I am now more clear on the issue and how you want to handle it. In the future please include all information that is relevant to the post within the initial description.

My conclusion is that it is possible through blueprints and the function as you have described. I will be attempting to recreate the blueprint script as you have posted and see if I am able to reproduce the default material showing whenever you make the switch. However, I will also be assigning the other thread to me and closing it out as it is directly related to this issue. That way we can handle all problems related to the initial one.


(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Hey PowerDesign,

After pooling additional resources from my team we have determined that this is best handled via feature request. I have entered a feature request to allow Landscapes to use Multiple Materials based on LODs.

Additional information gathered and provided is so that your request has the best chance of becoming a feature.

Thank you very much for your patience throughout this thread.

The ticket number is UE-24953


more ▼

answered Jan 05 '16 at 06:49 PM

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Well, so far this thread contains so much distracting information.

The question is just about if there is an existing "Material LOD" feature,

  • If the answer is no, the thread should end.

  • If feature request will be made, great, but should not be in the form of a material node.

    1 component can be 1x1 or 2x2 sections. Geometry LODs happen at section level. Material LODs should happen at component level.

more ▼

answered Jan 05 '16 at 12:30 AM

avatar image

186 14 21 32

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question