Atlas Materials

Leaf materials from the atlas pipeline: per-channel outputs derived from an atlas image, and the two-sided gotcha that hides leaves from behind.

Leaf materials come from the atlas pipeline: the Atlas Material node derives per-channel outputs (colour, alpha, roughness, height, normal, subsurface) from an atlas image, which the foliage geometry then wears.

One gotcha worth knowing up front: leaves usually need a two-sided material, or they vanish when viewed from the back. See the leaf-material note in Working with Assemblies in Unreal.

Visual pending.