Height-Based Material Blending
Blending materials using their height maps
Also known as: Height blend · Height lerp · Height-based blending · Material height blend · Heightmap blend · Layer blend height
Definition
Height-based material blending mixes two materials using their height maps, so the blend follows the shape of the surface instead of fading evenly. Where the blend value is low, the material with the higher surface at that point shows through, so soil settles in the cracks of a stone wall, moss grows in the gaps of cobblestones and snow collects on the high points. It gives much more natural transitions than a plain gradient, and it is widely used with vertex painting and landscape layers.
In production
Provide a good height map for each material, from Substance Designer or Painter, and a blend mask, such as vertex color or a landscape weight, then add a contrast value to control how sharp the edge is. In Unreal Engine the Layer Blend and height lerp functions do this, and in Unity Shader Graph a custom blend setup. Check that heights are balanced between materials, since a flat height map gives a plain fade.
Learn Height-Based Material Blending in
Tools that use Height-Based Material Blending
See also
Vertex Painting
Painting blend masks directly on mesh vertices
Landscape Layers (Terrain Texturing)
Painting materials onto terrain
Displacement Map
Actual geometry from a texture
Master Material
Parent material that spawns instances
Material Function
Reusable node graph for materials
Landscape Texture Tiling Visible
Repeating patterns on terrain from a distance