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On this page
  • Materials
  • Master Materials
  • Texture Samplers
  • Modifiers
  • Niagara Effects
  • Bullet Trail
  • Bullet Ejection
  • Flare
  • Impact
  • MuzzleFlashes
  • OverHeatSmoke
  • Decals
  1. VFX
  2. Realistic Gun Effects

Documentation

PreviousRealistic Gun EffectsNextSmoke & Fog VFX Knowledge Base

Last updated 29 days ago

Materials

Master Materials

Texture Samplers

  • AO - simulates indirect lighting reflections to create more realistic lighting effects for the material

  • Diffuse - controls the base color of the material

  • Emissive - parts of the material that will emit a glow

  • Normal - creates the illusion of the edges and bumps

  • Opacity - controls the transparency of the material

  • Roughness - determines the smoothness of the material

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

  • ColorBrightness - controls the brightness of the diffuse/tint

  • ColorExposure - controls the exposure of the diffuse/tint

  • Tint - multiplies the value to the diffuse

  • EmissiveIntensity - if emissive is used, this controls the intensity of the glow

  • Fresnel_Exp - controls the fresnel’s exponent

  • Fresnel_Frac - controls the fresnel’s base reflect fraction

  • Metallic - controls the metalness of the material

  • NormalFlatness - controls the normal map intensity

  • Roughness - multiplier of the roughness

Niagara Effects

Bullet Trail

Parameters

  • Colors (Bullet, Smoke) - controls the tint of the elements

  • BuletScaleFactor - controls the min and max size of the sprite

  • BulletSmoke_Opacity - multiplier for the opacity of the smoke trail

  • BulletSmoke_width - multiplier for the ribbon width of the smoke trail

  • X_Velocity - controls the X velocity

Bullet Ejection

Parameters

  • Bullet Tint - controls the tint of the bullet

  • Bullet Scale - multiplier for the scale of the bullet

  • Bullet Spawn Multiplier - multiplier for the number of bullets

  • Velocity Multiplier - multiplier for the speed of moving elements

Flare

Parameters

  • Colors (Flash, Mesh, Smoke, Sparks) - controls the tint of the elements

  • General Scale - multiplier for the general scale of the effect. Controls different variables like the size of the smokes and the spread of the particles

  • Sparks Spawn Multiplier - multiplier for the number of sparks/embers

  • Velocity Multiplier - multiplier for the speed of moving elements

Impact

Parameters

  • Colors (Flash, Mesh, Smoke, Sparks) - controls the tint of the elements

  • Debris Spawn Multiplier - multiplier for the number of debris

  • Debris Size - multiplier for the size of the debris

  • General Scale - multiplier for the general scale of the effect. Controls different variables like the size of the smokes and the spread of the particles

  • Sparks Spawn Multiplier - multiplier for the number of sparks/embers

  • Velocity Multiplier - multiplier for the speed of moving elements

Low

For low calibre weapons

Medium

Ideal impact feel and details

High

For High calibre weapons. Highly exaggerated.

MuzzleFlashes

Parameters

  • FumeScale_Multiplier - controls the scale of fumes

  • SmokeScale_Multiplier - controls the scale of smokes

Assault Rifle

Pistol

Shotgun

Sub-machine Gun

Sniper Rifle

OverHeatSmoke

Variants

Thin and thick for different weapon types

Decals

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M_Bullet_Shells Master material for bullet shell ejection effects

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M_Crystal Master material for crystal debris

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M_Glass translucent material for glass-like debris with Index of Refraction

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M_MeshEffect Basic material for PBR elements

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M_Decals Basic deferred decal-based material

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M_Dirt material used for clumps of dirt

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M_Fabric material that simulates fabric strands

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M_Sand material used for sand-like elements

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M_Electric electric material that utilizes dynamic dissolve

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M_Fumes_Master used for glowy fumes

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M_Liquid liquid-based material with dynamic dissolve

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M_SplatterDecal decal material for splatter-type elements with dynamic dissolve

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M_Water basic material for water-like liquids

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M_SplatterDecal_Water decal material for water splatter with dynamic dissolve and panning normal to simulate water-like flow

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M_Grass used for grass elements

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M_Leaf used for leaf elements with normal map

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M_Smoke_Master smoke material that utilizes depth fade

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M_SmokeTrail material used for smoke trails with depth fade

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M_Ember basic material for embers

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M_Flare used for flare elements that utilize depth fade

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M_Spark material for sparks that needs a texture