Triplanar Mapping and Height Lerp
Working directly in the UE4 material editor is a great experience. When creating landscape materials that would normally be stretched or warped with some unusual geometry, a triplanar map is used.
Create a material function and set the defuse material as a texture object, creat three texture samples and plug this in. The world position mask will require three-component masks. (RGB)
Create a material as normal, but use the TriplanarMapping material function call you previously created, with a MakeMaterialAttributes node.
Repeat these steps with a second material.
Then copy the nodes and create two material functions
A new material is then created which can call both materials and uses a HeightLerp to create the effects of snow on top of mountain rocks.
Create a material instance from this and you're done!
Create a material function and set the defuse material as a texture object, creat three texture samples and plug this in. The world position mask will require three-component masks. (RGB)
Create a material as normal, but use the TriplanarMapping material function call you previously created, with a MakeMaterialAttributes node.
Repeat these steps with a second material.
Then copy the nodes and create two material functions
A new material is then created which can call both materials and uses a HeightLerp to create the effects of snow on top of mountain rocks.
Create a material instance from this and you're done!