I may in the future add an option to add this if enough people request it.This package is designed from the ground up so that you can create unique and attractive crosshairs, selection circles, particle effects for your characters and weapons. If the origin, is in the center of the model, the shader assumes the bottom of the model to be at the zero-Z. I have ran across one model that didn't like that option partly due to how the uvs were laid out or something to that effect.Įffect not working on part of the model: Its important to have the model imported above the Z origin.
![materialize texture materialize texture](https://i.pinimg.com/originals/34/b6/22/34b622b0cc95bde7c13505f83c65a0ce.jpg)
Try removing the "Crack Free" option under the tessellation setting of the material settings. Grey Texturing: The scenario is that everything is hooked up correctly and is double checked. Models can be "Too Low Polygon" for tessellation in some scenarios. You need to import the model with enough verts and evenly distributed across the model. The issue is that you don't have enough verts for the tessellation subdivision. Jagged tessellation: The scenario that you have a model or parts of a model that doesn't look like the pattern input even with the tessellation multipler set to 2(max). =)Īlpha Masking: Materials that require alpha masking such as leaves, you can multiply the output of the MaterialVoxelUp node with the leaves alpha mask to fix the effect.
![materialize texture materialize texture](https://i.pinimg.com/originals/6b/8a/52/6b8a529aa3e11574d5225b864b1ef220.jpg)
This option doesn't not break the effect, it just won't have the 3d extrusions across the fringe layer.Īs mentioned before, you can always switch the material of the model during runtime so the idle cost of the model material doesn't have the effect overhead. Finally, you can completely turn off tessellation and not hook up the output connections. Secondly, you can turn down the tesselation amount from 2 to 1 for a slight reduction.
#Materialize texture free
The crack free option requires more overhead to prevent cracks from forming when the tessellation occurs. Tessellation: There are a couple of options in reducing the tessellation cost of the shader such as turning off "Crack Free" in the material attributes. You can turn this option off and just use a static mask to break up the transistion edges. You can not use the opacity connection without breaking the effect.Īnimated Mask: The animated mask is generated procedurally with noise node multiplication. Opacity: The biggest cost of the effect is using the opacity node to cut out the holes inside of the model. Overall, the effect is really good on shader complexity but if you want to push the complexity down even further for lower hardware here is where to start. By default, the effect is scaled for larger models so you will probably want to drop it considerably for smaller models. If set too large, it can appear spikey and that is not what you want. This will be how far out the material extrudes from the model surface. Another way is to set the materialize amount to 0.99 and continually adjust the height until the effect is barely no longer showing which seems to be the fastest and effecient.įringeDisplacement: Set the intensity of the fringe displacement. You use the grid or ruler inside of UE4 to obtain an estimate. Its important so the effect can span correctly across the model. MaxHeightOfModel: Set the max height in Unreal Units of the model that the effect is applied to. You can drive the effects with blueprints, timelines, or programmatically. When driven to 1.0, the effect cycle is completely over and at its peak transistion state. A value off 0.0 is effect at its starting point and lowest point.
#Materialize texture driver
MaterializeAmount: This is the primary driver to execute the effect. To get the effect up and running quickly, the three main parameters for the effect is the "Materialize Amount", "FringeDisplacement" and the "MaxHeightOfModel". It's also great effect for learning by breaking down the shader which is fully documented.
![materialize texture materialize texture](https://miro.medium.com/max/1838/0*0bmZo3ctbfTEGp3H.png)
The provided demo room is a great place to start. Drop in new patterns, change colors, or use specific parts of the effect. These effects are completely customizable with many options exposed. Spectral effects, pixelating effects, and the lists goes on. Create an icy frost effect or burning effect on the surface of the model.
![materialize texture materialize texture](https://cdna.artstation.com/p/assets/covers/images/021/517/310/medium/cg-tricks-materialize-image-to-material-tool-boundingboxsoftware.jpg)
In addition, you can use these effects for surface effects besides just warping in. Just apply the material function to any existing material node to drive the effect you want.Ī single parameter input from 0-1 drives the entire effect for easy integration. These effects do not cut away or mask out the model but instead use a clever technique in projecting a filled in look to the existing geometry. Theses effect solves the issue with hollowed models. Warp in models with a variety of pre-set effects such as voxelize or a cool burn in transistion. Create a materialize effect for any model quickly and easily.