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Material Layers

MLB_KurinMaterialLayered: the UE Material Layers workflow. Every layer is a full Kurin surface; blends decide where it lies.

Setup

  1. Create an instance of MLB_KurinMaterialLayered.
  2. 01 Masks: assign Weather Mask Map (wear, edges, dirt) and / or ID Mask Map (zones, parts) for mask blends.
  3. In Layer Parameters, add layers (MLB_KurinAssetLayer) and pick a blend for each.
  4. Fill each layer like a normal Kurin surface (Core parameters).

Layers and blends

Asset Key parameters What it does
MLB_KurinAssetLayer Textures, surface, Parallax (as in MM_KurinAsset_01a) One surface
MLB_KurinMask ID Mask?, Mask Channel, Mask Min / Max, Use ID Zones? Blend by a Weather Mask or ID Mask channel or ID zones
MLB_KurinDirection Direction, Amount, Local Space? Blend by surface direction
MLB_KurinWorldHeight Height Level, Height Falloff, Above Level? Blend by world height or height above the pivot

Every blend has Use Noise Breakup? (noise on the edge) and Debug Mask? (turn off before shipping).

Add-ons

Add-on Switch / key parameters What it gives
Cover Use Cover?, Cover Amount Moss or snow on top of all layers
Weather Use Weather? Wetness, puddles, rain on all layers

Tips

  • Material Layers cost more than a fixed blend master. For two or three layers painted by vertex color or a mask, Vertex Blend or Mask Blend are cheaper.