Documentation
Last updated
Last updated
Blood Pack Documentation Guide
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.
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
- Can disable projection to Meshes using ReceiveDecals boolean. - Uses Deferred Decal rendering. Supports PBR.
- Reacts to lighting condition (LIT)
- 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
Build up animation for the puddles via Dissolve Function
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
On the left side details panel. Find TranslucencyPass and Change to eforeDOF.
The Particle Effect should be towards the direction of the stab.
Light Intensity: 25 Lux
Light Intensity: 1 Lux
Light Intensity: 0 Lux
M_LiquidBase Master material for particle-based effects
M_LiquidDecal_Dynamic Deferred decal but with dissolving animation functionality.
M_LiquidDecalBase Basic deferred decal-based material