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Working with Materials & Surface Types

An outline on how the material rendering pipeline functions in Voxel Plugin 2.

Materials can't be assigned to the Voxel World directly. Instead, Surface Types are assigned to individual stamps. A Surface Type is an asset which points to a standard Unreal material asset. It tells Voxel Plugin that material can be used on the terrain.

TIP

When a new Surface Type is assigned for the first time, a pop-up will appear prompting you to add it to the MegaMaterial. Accept the addition. If no MegaMaterial is assigned on the Voxel World, you'll be prompted to create a MegaMaterial. Accept that.

Smart Surface Types (and their parent, Surface Type Graphs) are used to achieve auto-material style behavior, where different Surface Types are automatically applied depending on rules defined in a graph. For example, to apply a cliff material on steep slopes, or a snow material above a certain height.