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First duplicate the DetailTexturing_02 Material and rename it DistanceFade. Open the Material. |
You can delete most of the node connections from the original Material, but do not delete the four textures. You should also keep the section labeled Scale Controls below. Search for and add the following Material Expressions to your graph. |
When completed, the Material Graph should look like this. |
Change the values in the two Constant Material expressions to 512 and 4, and then connect the nodes in the configuration shown below. The distance at which the texture blend occurs is controlled by the first Constant that is plugged into the Divide Material expression (set to 512 in the example image). The Material graph shown below provides all the logic needed to blend textures based on distance. |
You can now connect the distance fade logic to the rest of the gaph. First add two Linear Interpolate (Lerp) nodes to the graph. The Alpha input on the Lerp nodes will drive the transition between the two textures. Finish wiring up the Material as shown below. |
To preview the effect, hold down the Right Mouse Button in the Material preview viewport and move the mouse up and down to zoom in and out. When the camera is 512 units away from the sphere, the Material will transition from brick to gravel. If you can't see this happening, you can adjust the value in the Constant plugged into the Divide node. Reducing the value from 512 to something smaller will cause the transition to occur sooner. |
Detail Texturing |
Detail Texturing Node Breakdown |
How to Use Detail Texturing in your Material |
Detail Texturing Tip & Tricks |
Conclusion |
Converting Texture Sample to Texture Objects |
Using The Detail Texturing Material Function |
Setting Up Detail Texturing Manually |
Distance Based Detail Texturing |
Scale (S) |
This sets the scale of the detail texture. Bigger numbers result in more titling smaller numbers results in less titling. |
Diffuse (V3) |
This is the input for the Diffuse Texture. |
DetailDiffuse (T2d) |
This is the input for the Diffuse Detail Texture. This input can only accept a Texture Object. |
DiffuseIntensity (S) |
This controls the intensity of the Detail Diffuse Texture. |
Normal (V3) |
This is the input for the Normal Map Texture. |
DetailNormal (T2D) |
This is the input for the Normal Map Detail Texture. This input can only accept a Texture Object. |
NormalIntensity (S) |
This controls the intensity of the Detail Normal Map Texture. |
Remarks |
Detail Texturing is a very powerful tool that can improve the appearance of Materials by supplementing the base textures with highly repeated detail textures. Keep in mind that Detail Texturing can only help to hide pixilation to a certain point, and allowing the player's camera to zoom into objects to an unreasonable degree can negate the benefits of detail texturing. Also remember that adding detail texturing could add two or more additional texture lookups to your Material, which may present performance or memory issues, especially on mobile platforms. |
Animation |
The compression version for the recompress commandlet. |
Increase this value if you want to trigger a full recompression of all animations. Otherwise, only newly imported animations will be recompressed. |
If enabled, this setting will forcibly recompress every animation. |
Disable this setting before checking in your project, otherwise the Engine will recompress all animations each time the project is opened, affecting the performance negatively for all users of this project. |
When this property is enabled, an Animation-Tick will occur upon the initialization of a Skeletal Mesh, which is a behavior known as Zero-Ticking. |
This property is disabled by default. |
Zero-Ticking Animations during a Skeletal Mesh initialization was the default behavior for all versions of Unreal Engine before 4.19. |
Names that identify bone custom attributes representing the individual components of a timecode and a subframe along with a take name. |
These will be included in the list of bone custom attribute names to import. |
List of custom attributes to import directly on their corresponding bone. |
The meaning field is used to contextualize the attribute name and customize tooling for it. |
Custom Attribute-specific blend types (by name). |
Compression |
Performance |
Custom Attributes |
Mirroring |
Compress Commandlet Version |
The compression version for the recompress commandlet. Increase this value if you want to trigger a full recompression of all animations. Otherwise, only newly imported animations will be recompressed. |
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