UE5 - How to use Physical Material Masks
In this video, I will explain to you how you can use Physical Material Masks to mask out different parts of specific meshes and apply Physical Materials to them. Thank you to #quickmagic for sponsoring. Use my link: https://www.quickmagic.ai?code=Strati... or use my code "Stratinski" (no quotation marks) to receive an extra 20 V-Coins on signup (on top of the default 50), to have about 70 seconds of animation to get yourself started and support the channel! Timestamps: (tbd) Keep in mind some flaws of this system: If your masking texture has more than 8 colors, the editor will crash as soon as a 3D viewport with this material is loaded. If your masking texture contains pixels with less than 1 alpha, the editor will crash. If your mesh does not have the Support Physical Material Masks flag enabled, it won't work (the editor might also crash, possibly unrelated). If using a texture pool, the masking texture may fail to load properly when the texture pool is over the size budget. The Physical Material Mask has no effect on Material Instances, only on (Master) Material assets, further limiting its use. A reference to the Physical Material Mask can be obtained at runtime, but cannot be changed at runtime, meaning its use for procedural materials or their masks is limited. This is not the correct way to separate Physical Materials on a Landscape Material. That requires a Landscape Physical Material Output node and/or a Physical Material parameter in the Landscape Paint Layer. (If you would like a tutorial on this, let me know!) As always, I am open to questions, feedback and suggestions in the comments!

Unreal Engine 6 is Removing Blueprints…

Blender 5.2 - New Features Are Amazing!

How I Clean AI Mocap in Cascadeur (Noob-Friendly Process)

NEW Unreal Engine 5.8 MetaHuman Markerless Mocap Tutorial

I tried every modeling workflow (you won’t believe what I discovered)

NEW Substrate TOON Shader | Unreal Engine 5.8

UE5 - Soulslike Doors Tutorial

AI Just Broke 3D Modeling — The State of AI 3D in 2026 (Full Talk)

The Trap of "Good Enough“

I Tested UE 5.8 New MCP With Claude Code And It’s …

UE5 - Video MoCap with QuickMagic + My New Workflow

Why Unreal Engine 5.8 is a Game Changer

Challenged To 3X FPS Without Upscaling in UE5 | Insults From Toxic Devs Addressed

Houdini 22 Keynote

Why the US Navy's "Dead" Railgun Just Fired Again

Godfather of AI WARNS: We Cannot Stop What's Coming

Why Unreal Engine 5 is failing – and UE6 needs to save us

Fundamentals of Lighting in Blender

UE5 - Weapon Trace Tutorial P1 (Basics)

