Power: 0.7
Softness: 0.2Projection using material formula and not using a decal component
SpecularPower: 0.6
SpecularValue: 10
Colors
Niagara Effects
Stab
The Particle Effect should be towards the direction of the stab.
Slash
Bullet Hit
Splash/Burst
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 donβt mind lighting conditions
- UNLIT
- Automatically rotate based on the normal of the collision.
- Exposed Param that you can modify to create desired splatter behavior.
LifetimeMultiplierScaleMultiplierSpawnCountVelocityMultiplier
Artery/Dripping
Shader Controls
Build up animation for the puddles via Dissolve Function
Blueprint Setup
Dissolve Param (0-1)
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
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.
Light Intensity: 25 Lux
Light Intensity: 1 Lux
Light Intensity: 0 Lux
DOF
Still inside the LiquidBase (Master Material)
On the left side details panel. Find TranslucencyPass and Change to eforeDOF.
Decal material instances derived from master materials such as M_LiquidDecalBase and M_LiquidDecal_Puddle have control to lessen the decal projections artifacts.
ArtifactFade_Opacity = 1.0
ArtifactFade_Opacity = 0.0
5.5 New DBuffer Implementation
Go to Mannequin master material
Check Decal Response (DBuffer) to make sure it is Color, Normal, Roughness.