Material Layers¶
MLB_KurinMaterialLayered: the UE Material Layers workflow. Every layer is a full Kurin surface; blends decide where it lies.
Setup¶
- Create an instance of MLB_KurinMaterialLayered.
- 01 Masks: assign Weather Mask Map (wear, edges, dirt) and / or ID Mask Map (zones, parts) for mask blends.
- In Layer Parameters, add layers (MLB_KurinAssetLayer) and pick a blend for each.
- 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.