# Valid Material

### Layers

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2F0Q0KcU2d4Oy2dxtawcV7%2FLMT12.png?alt=media&#x26;token=30e7da09-ca26-428a-be46-8dd3e9706175" alt=""><figcaption></figcaption></figure>

Layers are laid out like the Layer Palette in Photoshop or similar programs, showing them in order from top to bottom to eaisly visualise the order. Click **Add Layer** to add a new Layer to this Material.

#### Layer Entry

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FKDaQpebGhVqoQig3uzXP%2FLMT13.png?alt=media&#x26;token=ac538ed1-219f-47d9-a825-d2f68bff6b9b" alt=""><figcaption></figcaption></figure>

1. Select a valid Landscape Layer to add it to this Material.
2. Load the Landscape Layer (Material Function) currently selected in the C*ontent Browser* into this Material.
3. Browse to this Landscape Layer in the *Content Browser*.
4. The Blend Type of this Layer:
   1. **Standard Weight Blend**: Unreal Engine's standard Weight Blend type.
   2. **Standard Height Blend**: Unreal Engine's standard Height Blend type.
   3. **Standard Alpha Blend**: Unreal Engine's standard Alpha Blend type.
   4. **Overlay Blend**: This works similar to how Photoshop Layers work. They will always be on top of Standard Layers and they will stack on top of each other depending on where they are in the hierarchy.
   5. **Cliff Blend**: The same as an Overlay Blend but with additional parameters for cliffs.
5. Layer Actions Menu (see below).

#### Layer Actions Menu

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2F5lv6PCMF4LRm9grDTERn%2Fimage.png?alt=media&#x26;token=ed391fcc-3de3-4000-8b42-6016a7e859d7" alt=""><figcaption></figcaption></figure>

* MOVEMENT
  * **Shift Layer Up**: Move this layer up one in the hierarchy.
  * **Shift Layer Down**: Move this layer down one in the hierarchy.
* ACTIONS
  * **Edit Layer**: Open this Layer in the Layers tab.
  * **Remove Layer**: Removes this Layer from the Master Material.
  * **Insert Layer**: Insert a new blank Layer here.
  * **Duplicate Layer**: Create a new Layer by duplicating this Layer.
  * **Duplicate & Replace**: Create a new Layer by duplicating this Layer and then replace this Layer with the new duplicated copy.
* PARAMTERS
  * **Noise Layer**: Applies this Layer as a Noise Layer to the Layer underneath it.

### Grass Types

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FQGXbJp5Yi1263GmpzgPt%2FLMT15.png?alt=media&#x26;token=67751062-22a7-475a-aeb7-f33f9b1ce1ab" alt=""><figcaption></figcaption></figure>

While Grass Types are laid out like Layers, their order doesn't actually matter as they are applied to Layers through the Layers Dropdown. Click **Add Grass Type** to add a new Grass Type to this Material.

#### Grass Type Entry

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FHN1jctwU0ndUGRdC0Qqp%2FLMT16.png?alt=media&#x26;token=27be376e-7747-4347-9897-d43900738e83" alt=""><figcaption></figcaption></figure>

1. Select a Grass Type to add it to this Material.
2. Load the Grass Type currently selected in the C*ontent Browser* into this Material.
3. Browse to this Grass Type in the *Content Browser*.
4. Layers Dropdown (see below).
5. Delete this Grass Type from this Material.

#### Layers Dropdown

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FLCPFJpYE3NcB4N0envXT%2FLMT17.png?alt=media&#x26;token=9fcd2200-d274-4b20-9040-d7294f4828d4" alt=""><figcaption></figcaption></figure>

* APPLY TO LAYERS: Select which Layers to apply this Grass Type to.
* PARAMETERS:
  * **Noise Mask**: Noise Mask to add to the Grass Type.
  * **Noise Mask Texture Size**: The Texture Size of the Noise Mask.
  * **Noise Mask Contrast**: The Contrast of the Noise Mask.
  * **Noise Channel Mask**: Which Texture Channel to read the Noise Mask from.

### Physical Materials

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FFv6wC0PDBaRcIIJfLsR9%2FLMT18.png?alt=media&#x26;token=7958363a-c537-44a8-b348-31bd0e33e1b3" alt=""><figcaption></figcaption></figure>

While Physical Materials are laid out like Layers, their order doesn't actually matter as they are applied to Layers through the Layers Dropdown. Click **Add Physical Material** to add a new Physical Material to this Material.

#### Physical Material Entry

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2FI3z09k712kGy4GBAdGPj%2FLMT19.png?alt=media&#x26;token=ba0e6504-b38c-454c-97bf-74700622aadf" alt=""><figcaption></figcaption></figure>

1. Select a Physical Material to add it to this Material.
2. Load the Physical Material currently selected in the C*ontent Browser* into this Material.
3. Browse to this Physical Material in the *Content Browser*.
4. Layers Dropdown (see below).
5. Delete this Physical Material from this Material.

#### Layers Dropdown

<figure><img src="https://2855220899-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Mk51ACJUA5E3mZvLb9h%2Fuploads%2F9NRCyEmRcuomYLlyw6IA%2FLMT20.png?alt=media&#x26;token=13a9fe17-85fc-4ade-a02b-bccabc20e7ab" alt=""><figcaption></figcaption></figure>

* APPLY TO LAYERS: Select which Layers to apply this Physical Material to.

### Material Parameters

* Settings
  * **Use Tangent Space Normals**: Toggle to use tangent space normals for this Landscape Material
  * **Fully Rough Material**: Toggle to force the Material to be completely rough (useful for stylized situations)
* Runtime Virtual Texturing
  * **Use Runtime Virtual Texture**: Toggle to use this Landscape Material with UE's Runtime Virtual Texture System.
  * **Output Tangent Space Normals**: Toggle to output tangent space normals for UE's Runtime Virtual Texture System.
  * **Runtime Virtual Texture Sample**: Runtime Virtual Texture sample for Diffuse, Specular, Roughness.
* Displacement
  * **Global Displacement Texture Power**: Applies to all layers: Texture Brightness Curve.
  * **Global Displacement Texture Intensity**: Applies to all layers: Texture Brightness Multiply.
  * **Global Displacement Height Offset**: Applies to all layers: Overall displacement height offset.
  * Nanite
    * **Nanite Displacement Enable**: Applies to all layers: Enable Nanite displacement on this material. !REQUIRES MATERIAL RECOMPILE!
    * **Nanite Displacement Magnitude**: Applies to all layers: Overall Nanite displacement magnitude. !REQUIRES MATERIAL RECOMPILE!
    * **Nanite Displacement Center**: Applies to all layers: Nanite displacement center. !REQUIRES MATERIAL RECOMPILE!

### Satellite

* Settings
  * **Enable Satellite Overlay**: Enable Satellite Overlay Layer (used for whole Landscape Texture).
  * **Landscape Resolution**: Input the Landscape Resolution to match the Texture to the Landscape.
* Texture Inputs
  * **Diffuse**: Satellite Diffuse Texture Input.
  * **Normal**: Satellite Normal Map Texture Input.
  * **Specular**: Satellite Specular Map Texture Input.
  * **Roughness**: Satellite Roughness Map Texture Input.
  * **Channel Packed Texture**: Satellite Channel Packed Texture Input.
* Specular
  * **Offset**: Specular offset for the Satellite Overlay.
  * **Use Channel Packing**: Specular map for the Satellite Overlay uses channel packing.
  * **Channel Packing Mask**: The channel mask to use for the specular map.
* Roughness
  * **Offset**: Roughness offset for the Satellite Overlay.
  * **Use Channel Packing**: Roughness map for the Satellite Overlay uses channel packing.
  * **Channel Packing Mask**: The channel mask to use for the roughness map.
* Distance Blend
  * **Fade Range**: The fade range to change between the Satellite Overlay and the standard Landscape Material.
  * **Fade Hardness**: The fade sharpness/hardness to change between the Satellite Overlay and the standard Landscape Material.
