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On this page
  • Materials
  • Master Materials
  • Texture Samplers
  • Modifiers
  • Niagara Effects
  • Stab
  • Slash
  • Bullet Hit
  • Splash/Burst
  • Splatters
  • Artery/Dripping
  • Shader Controls
  • Demos
  • Use Case - Blood Linger and Accumulation
  • Affect by DOF and Light FIX
  • Changing the shading to LIT
  • DOF
  1. VFX
  2. Realistic Blood VFX

Documentation

PreviousRealistic Blood VFXNextVideo Tutorial

Last updated 29 days ago

Blood Pack Documentation Guide

Materials

Master Materials

Texture Samplers

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

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


Niagara Effects

Stab

Splatters

Particle Decal Renderer (NEW)

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

- Reacts to lighting condition (LIT)

Shader Based Projection (Legacy)

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

- UNLIT

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

Artery/Dripping


Shader Controls

Build up animation for the puddles via Dissolve Function


Demos

Use Case - Blood Linger and Accumulation

Attach NS_Dripping_Dynamic to desired bone/socket location. The emitter has a collision event that spawns splashes and splatters.

Combine it with a decal component for an accumulation effect.

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

You can check more demos by going to this map. Showroom_Dark_Demo_01. While on this map, just simply play the Level Sequence.


Affect by DOF and Light FIX

Changing the shading to LIT

DOF

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

The Particle Effect should be towards the direction of the stab.

Slash

Bullet Hit

Splash/Burst

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Light Intensity: 25 Lux

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Light Intensity: 1 Lux

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Light Intensity: 0 Lux

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M_LiquidBase Master material for particle-based effects

Cover

M_LiquidDecal_Dynamic Deferred decal but with dissolving animation functionality.

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M_LiquidDecalBase Basic deferred decal-based material

Power: 0.7 Softness: 0.2Projection using material formula and not using a decal component SpecularPower: 0.6 SpecularValue: 10
Colors
Blueprint Setup
Dissolve Param (0-1)
Go to LiquidBase
Change the ShadingModel to Default Lit
LightingMode to VolumetricNonDirectional
Plug the color into BaseColor rather than emissive. Do not include the EyeAdaptation function.
Still inside the LiquidBase (Master Material)