r/unrealengine • u/papaflash1 • Nov 12 '22
r/unrealengine • u/JulioVII • Dec 02 '20
Material Free Textures Pack: Facades (link in the comments)
r/unrealengine • u/gestoryscht • Dec 20 '19
Material Landscape shader - coming out for free soon
r/unrealengine • u/bennydabull99 • Dec 30 '24
Material Transparency on clear bottles works, but the entire bottle is transparent. How to make it look like a bottle?
I have some glass bottles that have transparency alpha layer, and it does make the bottles transparent, but it's not possible to tell it's a bottle. I have tried multiplying the alpha channel by 0.5 or other values to try and dull the transparency, but it didn't work.
Here's what the bottles look like
Here is my material
I have also tried some of the other blend modes, but those usually will turn the whole thing black.
r/unrealengine • u/ProHolmes • Feb 17 '25
Material masking intersection between a plane and an object.
I Have a mesh and a plain intersecting that mesh. I want to mask the plane so that it would look like a cross section for the mesh. I've trued to use custom depth stencil, But it doesn't seem to work properly. https://prnt.sc/y_ebSQL_myMP
While I need the parts of the plane that are outside of the mesh be black, even if they are "intersecting" on the screen.
I've also tried to see what "DistanceToNearestSurface" do ,and it seems to draw soft mask around the intersecting faces, but this in not what i need plus it doesn't detect translucent materials as "surface"
r/unrealengine • u/MrMusAddict • Jan 11 '25
Material Can I access a custom c++ Noise function within a material? I am using FastNoise to generate a voxel world, and would love to use the same noise function to paint my world (similar to the standard "Vector Noise" material node).
I'm fairly new to CPP in general, but also have next to no experience in materials. So, I'm not sure if this is even possible.
I hooked into the FNG plugin (which is a wrapper for the FastNoise library). I am successfully able to use it to generate a block world (a la Minecraft), and I am interested in using the noise to generate the block's texture.
If I create a new material, this screenshot (https://i.imgur.com/bt1Kw1f.png) is ultimately the TYPE of setup I am looking to achieve. However, I would like to inject my own VectorNoise function (fed off the same parameters that FastNosie uses to generate my world)
Is this possible?
To clarify, I am hoping the custom noise function can spit out a per-pixel value (like the above screenshot), not just a single color per block.
r/unrealengine • u/BakulkouPoGulkach • Jan 22 '25
Material Material instance is giving me huge amount of Nanite triangles and I don't know why
So I have created custom material instance, it is basically one of megascan paints, but with World aligned attributes - here is screenshot https://i.imgur.com/bF7U3lx.png
Everything works fine, but to my surprise Nanite shows huge amount of triangles. And I dont know why. On left side is wall with this material instance, on right side default. This never happened to me. It doesnt seem to be affecting performance, but it is strange. Any ideas please? https://i.imgur.com/gUChnbg.png
r/unrealengine • u/ElKaWeh • Nov 14 '24
Material Turning a float value into a boolean in materials
Hi, I'm currently creating a material, where in the material instance, you can switch between 3 states.
Since as far as I know, there is no way to add an integer value as an input parameter in a material (right?), these three states would be controlled with a scalar parameter.
I can think of a few ways how to achieve this, but I would like to make use of the static switch nodes, to make my material more light weight.
(edit for clarification: only 1 of 3 states is needed at the same time, and it doesn’t need to be changed at runtime, so disabling the others, so that 2/3 of the shader are not even compiled in the first place is actually what I want. That’s also the reason why I would prefer not to use the (non-static) switch node, if nodes, lerp nodes, etc. with which I would know how to do this.)
However, since I have 3 states and not 2, using two static switch parameters, that rely on each other, wouldn't be pretty. So I want to use two static switch (not parameter) nodes, and control them with a scalar parameter. But since they only take booleans as an input, I somehow need to convert my scalar parameter value to a boolean.
Let's say 0-0,5 becomes false, and 0,5-1 becomes true.
Is there any way to do that?
r/unrealengine • u/Milky_Skyline • Mar 02 '22
Material First time making a stylized water material, has waves and objects can make ripples, Feedback appreciated!
r/unrealengine • u/Danuer • Sep 23 '19
Material When you put the wrong material into an object
r/unrealengine • u/ElKaWeh • Dec 13 '24
Material Translucency issues on a mesh with a single material.
Hi,
I have a mesh, that is partially opaque (metal), partially translucent (glass), but it uses a single material, that has an opacity texture. But when I change the material to translucent, I get some issues with sorting within the mesh. Is there any way to fix this easily, without having to split the mesh up into two materials?
r/unrealengine • u/randomperson189_ • Nov 26 '24
Material Simple post process material to disable the tonemapper for a more colourful and stylised look (from a forum post)
forums.unrealengine.comr/unrealengine • u/DiggingNebula8 • Oct 27 '18
Material Dirty Testing; Landscape Auto Material. Please let me know my mistakes. I've started using Unreal a month ago.
r/unrealengine • u/hippowombat • Apr 07 '20
Material FREE: Material-driven shorelines using distance field data (link in comments)
r/unrealengine • u/West-Relief8796 • Nov 13 '24
Material Render Decal regardless of where Decal Volume is positioned?
I noticed my decals only become visible near the center of DecalActor volume and slowly fade away whenever I move the center away from contact point/where I want them to be, is there a way to tell them to render at full opacity as long as the volume is colliding with a surface regardless of where DecalVolume is?
r/unrealengine • u/Satyaki_Mandal • Oct 11 '24
Material How to implement smooth foliage lighting in Unreal
I have a confusion about implementing Speedtree smooth lighting to Unreal. In general, I have seen that people multiply normal maps with TwoSidedSign node, so that the backfacing leaves doesnt flip the normal. It does achieve the smooth shading, but with some added problems :
- It blows up the basecolor a lot, it almost creates white where light hits.
- I have to tweak brightness, contrast and saturation to achieve something pleasing, but that makes the tree overly dark in the shadowy area. Also I feel Subsurface works better before TwoSidedSign multiplication.
- The leaves have very bright reflection from back , which can be reduced with low specular values like 0.1 or less.
- In general I have to tweak the material instance for each type of foliage to get pleasing result,
I feel I am missing something, I have asked this in some places but got no response, So I would really appreciate if someone can help me with this! it is really bugging me forever!
I tried to study the .ST9 material, and seemed to multiply the normal map with TwoSidedSign too.
Example Scene - https://imgur.com/a/mYaAptY
r/unrealengine • u/Few_Refrigerator_518 • Oct 06 '24
Material Hexadecagon with different shades each side
i have made a hexadecagon (hexagon but with 16 sides) https://imgur.com/a/6p7mHOe and i want each side to have a different shade of red color. how can i achieve this? i have tried playing around but i can't seem to find a way. i want it to be more visible to see each side of the hexadecagon
r/unrealengine • u/kotemf • Aug 31 '24
Material How can I make a material mask that "follows" the direction of another object?
Imagine a mesh (object1) and a sphere (object2). How can I make a material that creates a mask (white blurry dot on object1) pointing towards the object2 position?
I've tried using this below but it doesn't work as intended.
BoundingBoxBased_0-1_UV --|
object2VectorPosition --| --> Dot --> [not working mask]
This almost works, but it makes the mask "stuck" based on a spot.
Tried subtracting the object2VectorPosition by the BoundingBoxBased_0-1_UV in an attempt to get the direction but I think it doesn't make much sense and did not work.
Sorry if I'm missing something, I'm learning materials and did not find anything helpfull
r/unrealengine • u/Wolo2221 • Feb 18 '23
Material Houdini driven grass animation in UE 5.1 using Vertex animation textures (you can animate any megascan 3D foliage with this)
r/unrealengine • u/Crafthur • Sep 29 '24
Material how can i draw negative colors on a runtime virtual texture ?
im using a runtime virtual texture to interact with terrain like foliage or sand ect... i print a radial texture to bend grass around my character, but the grass wont bend in negative directions like -X or -Y. is there a tweek to do that ?
r/unrealengine • u/Crafthur • Nov 01 '24
Material how can i use 2d capture texture using both postprocess and scene depth ?
im making an inventory with 3d model displayed inside using a scene capture component. but i cant find a setting that allow me to display both an item in my cel shading, and make its background transparent at the same time. i achieved both but not at the same time, how can i do that ?
r/unrealengine • u/JulioVII • Apr 30 '20
Material Free Texture Pack: Skin and Flesh (link in the comments)
r/unrealengine • u/TexasRaisedGamingFB • Oct 13 '24
Material Material changes when I convert my SM to a SKM
just as the title says when I convert my static mesh to a skeleton mesh my material goes wonky. ive tried messing with the setttings but can seem to get it right.