The latest material captures record three related checks: the shared foliage master, a grass material instance, and the grass static mesh in isolation.

Shared foliage controls

The two-sided foliage master keeps its virtual texture inputs, ARO masks, optional world-position-offset controls, and two-sided foliage shading visible in one graph. The aim is to keep vegetation assets on predictable shared masters as the library grows.

The grass material instance provides a focused place to inspect the texture slots and tuning controls before the setup is migrated more broadly. That check keeps the material work connected to an actual asset instead of reviewing the master graph alone.

Inspecting the mesh

The static mesh preview is being used to review the density of the grass cards, the visible Nanite statistics, and the migrated vegetation material away from the larger maze scene. Together, the three captures show the material path from master graph to instance controls and finally to the mesh that uses them.

These are production checks, not presentation renders. They are included because they show the current state of the real Unreal material workflow.