TABLE OF CONTENTS
TABLE OF CONTENTS
⚠️ Note: videos were recorded using an earlier folder structure.
The project has since been reorganized to meet Fab / Epic standards.
Only asset locations changed — functionality and workflows remain the same.
Single-Material Layer with Overlay
This chart shows a single material workflow enhanced by an overlay.
Single material layer
The starting point is one main material.
Base Material
The primary material surface (e.g., clean metal, plain ground).
Overlay Layer
An additional layer applied on top of the base material (e.g., wear, dirt, moss).
Transition Mask
Controls where the overlay appears on the base material.
Multi-Material Layer Blending
This chart illustrates a multi-material layering workflow where two independent material layers are combined.
Multi material layer
This is the starting point that contains multiple material definitions.
Layer Top
Represents the material that visually sits on top (e.g., dirt, snow, paint).
Layer Bottom
Represents the underlying material (e.g., rock, metal, ground).
BlendMaterial (Transition Mask)
The top and bottom layers are blended together using a transition mask.
The mask controls where and how strongly the top material appears over the bottom material.
Migrate into your project, then assign SPA_LB_MasterLayerMaterial_Inst or create a new one
Any material preset can be used directly or modified as required.
Explore the map to access additional information and review the material creation workflow.
The material function works best with Nanite objects. To enable this, add the following settings to your DefaultEngine.ini:
[/Script/Engine.RendererSettings]
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
⚠️ Note: Refraction applied through opacity can behave differently in Lumen reflections versus ray-traced reflections; always check the Specular value for consistency.