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.

Thanks!

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.

Hi , “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.

Or if you have time, could you also take a look at Change Landscape component material at game run-time? - Rendering - Unreal Engine Forums? Many thanks!

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.

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

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.

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.

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.

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

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.

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.

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