# Documentation

**Blood Pack Documentation Guide**<br>

## <mark style="color:blue;">Materials</mark> <a href="#k9ojxcfhz9ik" id="k9ojxcfhz9ik"></a>

### Master Materials <a href="#ppoc1d7pim3r" id="ppoc1d7pim3r"></a>

<table data-view="cards"><thead><tr><th data-type="files"></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><strong>M_LiquidBase</strong> <br>Master material for particle-based effects</td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2F139aKSv6UBkW5VACD4Wk%2F0.png?alt=media">0.png</a></td></tr><tr><td></td><td><strong>M_LiquidDecal_Dynamic</strong>  Deferred decal but with dissolving animation functionality.</td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FLtwHL3q4CWoAWRBZPySJ%2F1.png?alt=media">1.png</a></td></tr><tr><td></td><td><strong>M_LiquidDecalBase</strong> <br>Basic deferred decal-based material</td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2Fs5JILRspIKindc0yJKmt%2F2.png?alt=media">2.png</a></td></tr></tbody></table>

### Texture Samplers <a href="#id-2fm5az4uua5w" id="id-2fm5az4uua5w"></a>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FjPVvAJDPMjmwrY520ryl%2F3.png?alt=media" alt=""><figcaption></figcaption></figure>

The material requires 3 main maps in order to mimic a liquid-like shine

**Alpha Mask Map** - This is the primary source of the color modifiers, dissolve, and opacity.

**Normal Map and ReflectionTexture** - By sampling these two textures you mimic a fake specular behavior.

### Modifiers  <a href="#id-7bi33pm0m2yr" id="id-7bi33pm0m2yr"></a>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2F8sG5N3jkf2bgznGIae3o%2F4.png?alt=media" alt=""><figcaption></figcaption></figure>

**NormalStrength** - Normal map intensity control\
**Power** - Alpha Mask exponent control used for lerping two colors\
**Softness** - Edge Softness

**SpecularPower** - Fake specular exponent control\
**SpecularValue** - Fake specular intensity multiplier

![Power: 0.7
Softness: 0.2Projection using material formula and not using a decal component
SpecularPower: 0.6
SpecularValue: 10](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2F22gv9cm9TB1vybFVg3Rd%2F5.png?alt=media)

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FnHlcYys6sb1MRpLI5quu%2F6.png?alt=media" alt=""><figcaption><p>Colors</p></figcaption></figure>

![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FwarpO9USBPC35JNxBYkN%2F7.png?alt=media)

***

## <mark style="color:blue;">Niagara Effects</mark> <a href="#id-3w5hyeitcx4x" id="id-3w5hyeitcx4x"></a>

### Stab <a href="#ow5kgo7p88n9" id="ow5kgo7p88n9"></a>

<div align="left" data-full-width="false"><figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FrZoWcygKghtic9O56kTx%2F8.png?alt=media" alt="" width="293"><figcaption></figcaption></figure></div>

&#x20;![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2Fb4h2mMyYd7eOcEDM0mma%2F9.png?alt=media)\
The Particle Effect should be towards the direction of the stab.

### Slash ![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FGVRz2MaNx13nNRcDuKDN%2F10.png?alt=media) <a href="#wgqw7sazee6q" id="wgqw7sazee6q"></a>

### Bullet Hit ![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FXCXXdKaYRtyOr96GekcV%2F11.png?alt=media) <a href="#id-8e893g5xze8q" id="id-8e893g5xze8q"></a>

### Splash/Burst ![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FQKvCdwN6Qp6ehDcsrKtG%2F12.png?alt=media) <a href="#rwh4a0rdtel1" id="rwh4a0rdtel1"></a>

### Splatters <a href="#s3dn0o8mhsyx" id="s3dn0o8mhsyx"></a>

#### Particle Decal Renderer (NEW) <a href="#lsgwbpcouwvj" id="lsgwbpcouwvj"></a>

\- Can disable projection to Meshes using *ReceiveDecals* boolean.\
\- Uses Deferred Decal rendering. Supports PBR.

\- Reacts to lighting condition (LIT)

![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FEbgb2Z9yKqtIMRt9VRzR%2F13.png?alt=media)

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2F5cm03SkVsTFa70T7c0Ob%2F14.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Shader Based Projection (Legacy) <a href="#id-20t6jphuo9gk" id="id-20t6jphuo9gk"></a>

\- *ReceiveDecals* boolean wont work.\
\- Uses Translucent Rendering (Non PBR).\
\- A cheaper alternative if you don’t mind lighting conditions

\- UNLIT

![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FQBWAFVLwuNQquYLTpUnY%2F15.png?alt=media) ![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FSkKYH9AFCP6O5qI4CQ8K%2F16.png?alt=media)

![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FGg2k5xKWWzEeOEVDXgFf%2F17.png?alt=media)

\
\- Automatically rotate based on the normal of the collision.\
\- Exposed Param that you can modify to create desired splatter behavior.\
\&#xNAN;*LifetimeMultiplier*\
\&#xNAN;*ScaleMultiplier*\
\&#xNAN;*SpawnCount*\
\&#xNAN;*VelocityMultiplier*

### Artery/Dripping  <a href="#id-61afcu7s6un4" id="id-61afcu7s6un4"></a>

### ![](https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FoEQvWArd6CachmNcJuHS%2F18.png?alt=media) <a href="#id-4a6gffos3gcb" id="id-4a6gffos3gcb"></a>

***

## <mark style="color:blue;">Shader Controls</mark> <a href="#id-26xwdlx1fcib" id="id-26xwdlx1fcib"></a>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FKk4ev49T0AAPgLJstmg0%2F20.png?alt=media" alt=""><figcaption></figcaption></figure>

Build up animation for the puddles via Dissolve Function

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FXJhjzZLCoUrws66ps9aH%2Fimage3.png?alt=media&#x26;token=977fcc44-19df-4bbc-9484-02df56c054f0" alt=""><figcaption><p><em>Blueprint Setup</em></p></figcaption></figure>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FAy60nAJYRfSrQmhkv3N5%2Fimage4.png?alt=media&#x26;token=f78a2221-957e-4fdf-892a-3720574ba501" alt=""><figcaption><p><em>Dissolve Param (0-1)</em></p></figcaption></figure>

***

## <mark style="color:blue;">Demos</mark> <a href="#r8ooylr37z0h" id="r8ooylr37z0h"></a>

### Use Case - Blood Linger and Accumulation <a href="#qpecjksen1d9" id="qpecjksen1d9"></a>

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FrYXr68CnQCxvoLRt78sT%2Fimage40.png?alt=media&#x26;token=bc666603-1ad3-4a63-a3e0-e6488f74a6f3">image40.png</a></td></tr><tr><td></td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FuTc54Aub0IXaomKZYLIV%2Fimage39.png?alt=media&#x26;token=a0a1abfb-0f67-4a1e-923d-e5e8d40dee4f">image39.png</a></td></tr></tbody></table>

{% hint style="info" %}
Attach *NS\_Dripping\_Dynamic* to desired bone/socket location.\
The emitter has a collision event that spawns splashes and splatters.
{% endhint %}

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FxKLnuRNtrMQUB8q0DX4c%2Fimage38.png?alt=media&#x26;token=b54e0dc8-059c-4496-82a8-094cacdd1c35" alt=""><figcaption></figcaption></figure>

Combine it with a decal component for an accumulation effect.

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FboLr43YEwA5aILRdLs9s%2Fimage6.png?alt=media&#x26;token=f3eaee0a-91ab-40ed-83f0-7ad249c90867" alt=""><figcaption></figcaption></figure>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FNPhWmEtuksI3up2Byk0O%2Fimage8.png?alt=media&#x26;token=a365c024-7f66-4dca-a88d-bf38c36316c7" alt=""><figcaption></figcaption></figure>

Use a curve to modify the timing in order to match blood-dripping behavior. Then use the value to drive the *Dissolve* parameter

{% hint style="info" %}
You can check more demos by going to this map. **Showroom\_Dark\_Demo\_01**.\
While on this map, just simply play the Level Sequence.
{% endhint %}

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2Fe1MnxPFvlLIPwBHQ85Z0%2Fimage20.png?alt=media&#x26;token=da0f8804-3fa5-4274-91a1-b5daa38277b5">image20.png</a></td></tr><tr><td></td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FiAvqxQ28on1RJ4Mt8Lz4%2Fimage22.png?alt=media&#x26;token=8cd0a324-b284-4ea1-b379-e31bcfcb398e">image22.png</a></td></tr></tbody></table>

***

## <mark style="color:blue;">Affect by DOF and Light FIX</mark> <a href="#id-2b6y30wtwlp3" id="id-2b6y30wtwlp3"></a>

### Changing the shading to LIT <a href="#hqqwrnfnvnw1" id="hqqwrnfnvnw1"></a>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FU5u2RVV4m9QxNIC8vIus%2Fimage26.png?alt=media&#x26;token=3f8e57da-c516-4d50-83ab-df8398e424a1" alt=""><figcaption><p>Go to LiquidBase</p></figcaption></figure>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FMxrPIVkyZQQfxitdd2Oj%2Fimage29.png?alt=media&#x26;token=2fdca763-e9ab-4ea7-885b-b51f59797b45" alt=""><figcaption><p>Change the <strong>ShadingModel</strong> to <strong>Default Lit</strong></p></figcaption></figure>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FjZcs2Fu1bG3BotujXCyv%2Fimage32.png?alt=media&#x26;token=fe304c10-5436-486a-9b31-e006b7d2ad6d" alt=""><figcaption><p><strong>LightingMode</strong> to <strong>VolumetricNonDirectional</strong></p></figcaption></figure>

<figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2Fxv4HUeSkzMShFrgJbH8k%2Fimage33.png?alt=media&#x26;token=9795256b-d480-4dc0-a413-c8fb9ad0ca78" alt=""><figcaption><p>Plug the color into <strong>BaseColor</strong> rather than emissive. Do not include the EyeAdaptation function.</p></figcaption></figure>

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Light Intensity: 25 Lux</td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2F1Ms3nBwcpunhAqkg1WQS%2Fimage34.png?alt=media&#x26;token=51b1f113-b4dc-4906-9197-7a741b67a68e">image34.png</a></td></tr><tr><td>Light Intensity: 1 Lux</td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FPWV7jfHRjZCaaVBUpDHi%2Fimage35.png?alt=media&#x26;token=50f35e7c-7a4a-4ef4-b7c7-342662cbaa67">image35.png</a></td></tr><tr><td>Light Intensity: 0 Lux</td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FPRcHjYSjwePXetAbDM2S%2Fimage9.png?alt=media&#x26;token=3d056991-d8ef-4257-b402-625937d86148">image9.png</a></td></tr></tbody></table>

### DOF <a href="#ec3psoa0rnjl" id="ec3psoa0rnjl"></a>

<div align="left"><figure><img src="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FkOJzeE6YlMqvK73YmbUL%2Fimage36.png?alt=media&#x26;token=118fe402-9eb4-4c8f-a1e6-034fb3aa5e94" alt=""><figcaption><p>Still inside the LiquidBase (Master Material)</p></figcaption></figure></div>

On the left side details panel. Find **TranslucencyPass** and Change to **eforeDOF.**

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FlRJIBBSMmb38dAxvBpL4%2Fimage24.png?alt=media&#x26;token=368ed8fe-bdb3-4bf7-a481-9c04734d9754">image24.png</a></td></tr><tr><td></td><td><a href="https://2172137675-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIDY48Kh4vjaW2sp9MS3a%2Fuploads%2FiSqF0lwZblTj140hzYqb%2Fimage27.png?alt=media&#x26;token=763bac77-6a8a-41f4-af19-714149f0f4ad">image27.png</a></td></tr></tbody></table>

## Reducing Steep Angle Artifacts <mark style="color:red;">(UE 5.5 Deprecated)</mark>

Decal material instances derived from master materials such as `M_LiquidDecalBase` and `M_LiquidDecal_Puddle` have control to lessen the decal projections artifacts.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcElQ1hodX93kE-5wWPjWFsAIMds9dhcpj6FPVF43evEq5Hy089xIOQdABA0ZcjIuU5dvLVbVT7TZvMEa3X7pv-V2IoTAyjXwY5x0cDt6Q2xpWrKxRYoi1Z44aBcazw5gUWwqlxpIazxLzlHAgKB0AVTi6C?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdfHMGCciktEpzgcuMuvNHEdCjN1I45M_eF6H5tsVgXEJRusMneQr5AHZres7i2ekVj3SJdetBTLrq5kA3sHcDESqZYww_HOtFlKtg-yNVzgMXOMLtAqOwZzAXPiao7sf3MR6hAA770dZGPXWNWpI-N7SE?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption><p>ArtifactFade_Opacity = 1.0</p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdIyZlgd99REen5HBvRXdfZ5EsMbdaRHsmKnuFjXLpGdELCzx9D8qWx1XFftnkVElrF2EN7sz4g8Kds8IC3EKzZVwV4ys0xSPrypq-Dx0Qy2DJAwmbxxZjzFvyi-6CdVvBC0VFBAgvI2ty1CFHaQjoDEscb?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption><p>ArtifactFade_Opacity = 0.0</p></figcaption></figure>

## 5.5 New DBuffer Implementation

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfLWSdd4piwsT2IWgTEB7Bsez8-bcOYqvY_X4TRm8sMd42W3i95YMxJww33lJRpBZZJqqn87tWC3rKEpsDsyQKB8kQfDW_tQaM4sTP8F_xkYKT-h6T3KnvdqRV9j_HWuJzb0B0P?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

Go to Mannequin master material<br>

<div align="left" data-full-width="false"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfkN-GzyeeMbl0IgdeIdR55DYDD5TrJS95w1xkO_HH0iv_1IQqYUYaYLIU-VNC9ptWyY5fXl7OvRPpDtAWgvhmFesVN0P589nLI-fd3vh_Sf-E8OB0FZLE5uzo7jY2YU9BY2XH0RQ?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure></div>

\
Check Decal Response (DBuffer) to make sure it is Color, Normal, Roughness.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe3y5w75gvTgtsqmCXbRXr2UbecrRnKyIXbgle3fzAke25in_9yfV7Dut2b_GLBzXc78-ujSL5gTzPTgr_MTtYBNP_Dk_zRagzugHf6OGywZ7NVnZ4DCyKIkwvH9meXiP1eL6Ps7w?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

Feed DBuffer(BaseColor) with this formula

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfLwNx5Al439DhxVdgpxS8ufskuZ0ffFuv93AOw-8yjOFRDoIijrr0kRb7t79JkEMiFwRL_ItiByAZ7jc-yqPbU12mBzxRfzEd9811GVSRUrMIgItg2UcLDDNDt7GCZxCm3ENaOfg?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

For Roughness

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfw7JvA_s5ir_Dow0UBtELvaH0TeZ2wBg1cFm5mbehzKV6H3WeEba3ZPkTYoA0J1QOi7uYKAlaPBL8LUiSbv2BP7Cd2vEhxipKF2iuSmr6wPrDAZSxiyTJyFnku68wtmbuIVw4P?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

For Normal (1st)

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe09vKL9d0BTsbO46c7ebhyCvC_oOy72GmRB-PPeW0cvOje_ezuIziIBZosyaiGyBIP15k4A1tQlLx4jNaA5SUpfLZx7AoWPrBpudItV3P9Xd9w4dUecuvzbMQ-8eYJrCfb2CFbng?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

For Normal(2nd)
