# Documentation

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

### Master Materials

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>M_Bullet_Shells</strong> <br>Master material for bullet shell ejection effects</td><td><a href="/files/oKQkNG9iYzwfbFlaEqVd">/files/oKQkNG9iYzwfbFlaEqVd</a></td></tr><tr><td><strong>M_Crystal</strong> <br>Master material for crystal debris</td><td><a href="/files/CP7mHsT7LRFLNeGl76A6">/files/CP7mHsT7LRFLNeGl76A6</a></td></tr><tr><td><strong>M_Glass</strong> <br>translucent material for glass-like debris with Index of Refraction</td><td><a href="/files/il6RTwx8h2680DDMXDOI">/files/il6RTwx8h2680DDMXDOI</a></td></tr><tr><td><strong>M_MeshEffect</strong> <br>Basic material for PBR elements</td><td><a href="/files/ICsuqsO7qL9axZkLuHNx">/files/ICsuqsO7qL9axZkLuHNx</a></td></tr><tr><td><strong>M_Decals</strong> <br>Basic deferred decal-based material</td><td><a href="/files/A5bYROeaXqKoNKy0hkTM">/files/A5bYROeaXqKoNKy0hkTM</a></td></tr><tr><td><strong>M_Dirt</strong> <br>material used for clumps of dirt</td><td><a href="/files/hEKtFRR12QDiiGDEtMPz">/files/hEKtFRR12QDiiGDEtMPz</a></td></tr><tr><td><strong>M_Fabric</strong>  <br>material that simulates fabric strands</td><td><a href="/files/ifwe7n1CZSTMOFMRPUW7">/files/ifwe7n1CZSTMOFMRPUW7</a></td></tr><tr><td><strong>M_Sand</strong> <br>material used for sand-like elements</td><td><a href="/files/O5epmPLSveQ1q79dscQ4">/files/O5epmPLSveQ1q79dscQ4</a></td></tr><tr><td><strong>M_Electric</strong> <br>electric material that utilizes dynamic dissolve</td><td><a href="/files/GOk1IsetEZUZwT5OLkBv">/files/GOk1IsetEZUZwT5OLkBv</a></td></tr><tr><td><strong>M_Fumes_Master</strong> <br>used for glowy fumes</td><td><a href="/files/oDjicBi4jRfl6spOvzhz">/files/oDjicBi4jRfl6spOvzhz</a></td></tr><tr><td><strong>M_Liquid</strong>  <br>liquid-based material with dynamic dissolve</td><td><a href="/files/Ucn1XHH3yz2Bt1KekFUQ">/files/Ucn1XHH3yz2Bt1KekFUQ</a></td></tr><tr><td><strong>M_SplatterDeca</strong>l <br>decal material for splatter-type elements with dynamic dissolve</td><td><a href="/files/NpQrEFhsjSk6dwn7bxLW">/files/NpQrEFhsjSk6dwn7bxLW</a></td></tr><tr><td>M<strong>_Water</strong><br>basic material for water-like liquids</td><td><a href="/files/TQX6uoriiLztkHH7TIgc">/files/TQX6uoriiLztkHH7TIgc</a></td></tr><tr><td><strong>M_SplatterDecal_Water</strong> decal material for water splatter with dynamic dissolve and panning normal to simulate water-like flow</td><td><a href="/files/LpDbfw5zc1rgMeGEQf2f">/files/LpDbfw5zc1rgMeGEQf2f</a></td></tr><tr><td><strong>M_Grass</strong> <br>used for grass elements</td><td><a href="/files/b05ql0ceB9n4Hq0TmdW1">/files/b05ql0ceB9n4Hq0TmdW1</a></td></tr><tr><td><strong>M_Leaf</strong> <br>used for leaf elements with normal map</td><td><a href="/files/4w4zqsRpEfTwDu4u573B">/files/4w4zqsRpEfTwDu4u573B</a></td></tr><tr><td><strong>M_Smoke_Master</strong> <br>smoke material that utilizes depth fade</td><td><a href="/files/dWhgXkPmiNOARd4ezBwJ">/files/dWhgXkPmiNOARd4ezBwJ</a></td></tr><tr><td><strong>M_SmokeTrail</strong> <br>material used for smoke trails with depth fade</td><td><a href="/files/smW8GoE2kbXX6bVXX3PL">/files/smW8GoE2kbXX6bVXX3PL</a></td></tr><tr><td><strong>M_Ember</strong> <br>basic material for embers</td><td><a href="/files/7EWrbvJ9Q72VjdgGgLDG">/files/7EWrbvJ9Q72VjdgGgLDG</a></td></tr><tr><td><strong>M_Flare</strong> <br>used for flare elements that utilize depth fade</td><td><a href="/files/RrrNxJQE60JfIH37ls2c">/files/RrrNxJQE60JfIH37ls2c</a></td></tr><tr><td><strong>M_Spark</strong> <br>material for sparks that needs a texture</td><td><a href="/files/mmkq0QJXKqrUteSW5DzT">/files/mmkq0QJXKqrUteSW5DzT</a></td></tr></tbody></table>

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

<div align="left"><figure><img src="/files/1C23Ct0zknfNyC0vJXQm" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/pLGW8lzFvd0wYY5NjQTL" alt=""><figcaption></figcaption></figure></div>

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

<div align="left"><figure><img src="/files/tUNaNXHVJBsEM4SKieQO" alt=""><figcaption></figcaption></figure></div>

* **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

<div align="left"><figure><img src="/files/8Ntvv32ZSmUETIbGETrz" alt=""><figcaption></figcaption></figure></div>

* **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

<div align="left"><figure><img src="/files/R4u6cE2FtiWkUEdlfWaO" alt=""><figcaption></figcaption></figure></div>

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

### **Bullet Trail** <a href="#ow5kgo7p88n9" id="ow5kgo7p88n9"></a>

<div align="left"><figure><img src="/files/juOG173y51zVPAt4AqTN" alt=""><figcaption></figcaption></figure></div>

#### Parameters <a href="#gwsh6vbgpvue" id="gwsh6vbgpvue"></a>

<div align="left"><figure><img src="/files/L46Q0QnVgcOydb6MGPIn" alt=""><figcaption></figcaption></figure></div>

* **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** <a href="#wgqw7sazee6q" id="wgqw7sazee6q"></a>

<div align="left"><figure><img src="/files/YgzYazNiCd2AVLpJIb21" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/TN5m4u8MFkcOzCwPO7sp" alt=""><figcaption></figcaption></figure></div>

#### Parameters <a href="#ioewv2frads4" id="ioewv2frads4"></a>

<div align="left"><figure><img src="/files/GZwYz7Ww5zwSO5WBh7wB" alt=""><figcaption></figcaption></figure></div>

* **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** <a href="#jg31wslflzhg" id="jg31wslflzhg"></a>

<div align="left"><figure><img src="/files/1zg2ielJFv1BXuWzEwSk" alt=""><figcaption></figcaption></figure></div>

#### Parameters <a href="#id-123rbtqnyk7d" id="id-123rbtqnyk7d"></a>

<div align="left"><figure><img src="/files/TDa8nIc8xKPdVpwWvnrg" alt=""><figcaption></figcaption></figure></div>

* **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** <a href="#id-8e893g5xze8q" id="id-8e893g5xze8q"></a>

<div align="left"><figure><img src="/files/asdLgOw7UNSm2pMYnRJM" alt=""><figcaption></figcaption></figure></div>

#### Parameters <a href="#id-9s45f1i7q6fg" id="id-9s45f1i7q6fg"></a>

<div align="left"><figure><img src="/files/MIqQ8Bo0X1P8M6AKZxoG" alt=""><figcaption></figcaption></figure></div>

* **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 <a href="#id-4e6vzj5tyolk" id="id-4e6vzj5tyolk"></a>

For low calibre weapons

<figure><img src="/files/sdBz3ZxiiOlZCpREnpJT" alt=""><figcaption></figcaption></figure>

#### Medium <a href="#kl4ygo184dad" id="kl4ygo184dad"></a>

Ideal impact feel and details

<figure><img src="/files/Xt0tCuVOy0aSeMk4kZKN" alt=""><figcaption></figcaption></figure>

#### High <a href="#xv42f98wo0hj" id="xv42f98wo0hj"></a>

For High calibre weapons. Highly exaggerated.

<figure><img src="/files/0Utqe20DiOm3gUmFDPt8" alt=""><figcaption></figcaption></figure>

### **MuzzleFlashes** <a href="#s3dn0o8mhsyx" id="s3dn0o8mhsyx"></a>

<div align="left"><figure><img src="/files/jDvBqtUgnxzcn4KxIAFI" alt=""><figcaption></figcaption></figure></div>

#### Parameters <a href="#id-7yrxib2p5phv" id="id-7yrxib2p5phv"></a>

<div align="left"><figure><img src="/files/jr22KbfSzOZ7cDc3ERAJ" alt=""><figcaption></figcaption></figure></div>

* **FumeScale\_Multiplier** - controls the scale of fumes
* **SmokeScale\_Multiplier** - controls the scale of smokes

#### Assault Rifle <a href="#id-20t6jphuo9gk" id="id-20t6jphuo9gk"></a>

<div align="left"><figure><img src="/files/rCS7yjLLqMd0YgQMhqcE" alt=""><figcaption></figcaption></figure></div>

#### Pistol <a href="#s7uo8p6n2l5t" id="s7uo8p6n2l5t"></a>

<div align="left"><figure><img src="/files/XiGMo3Gpd9K4rCY4bZQN" alt=""><figcaption></figcaption></figure></div>

#### Shotgun <a href="#wcop0l51boag" id="wcop0l51boag"></a>

<div align="left"><figure><img src="/files/5hYJu7xEmTaFnaLcE7vC" alt=""><figcaption></figcaption></figure></div>

#### Sub-machine Gun <a href="#o96o8k827azr" id="o96o8k827azr"></a>

<div align="left"><figure><img src="/files/XSbjWRFsztzH3B28P8J6" alt=""><figcaption></figcaption></figure></div>

#### Sniper Rifle <a href="#id-1sahnarpvfk0" id="id-1sahnarpvfk0"></a>

<div align="left"><figure><img src="/files/EeUJHRE7V6f6xTknyWJx" alt=""><figcaption></figcaption></figure></div>

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

<div align="left"><figure><img src="/files/U4ASdJUBrDu0E6m2kuZG" alt=""><figcaption></figcaption></figure></div>

#### Variants <a href="#z5fazdcbiult" id="z5fazdcbiult"></a>

Thin and thick for different weapon types

<div align="left"><figure><img src="/files/VWeEzbYVNLZSqtf8N8Dt" alt=""><figcaption></figcaption></figure></div>

## <mark style="color:blue;">**Decals**</mark> <a href="#ywxrzcgd2dab" id="ywxrzcgd2dab"></a>

<figure><img src="/files/xkWo82AGKpXN39X7ng7z" alt=""><figcaption></figcaption></figure>


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