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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
  1. VFX
  2. Stylized Blood VFX

Documentation

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Last updated 29 days ago

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)

Removing the Emissive

By default the M_LiquidDecalBase uses emissive channel for it’s color. In this case you may experience a glowy shading in dark light setting.

For you to utilize the lighting condition. You’ll need to make modification for the M_LiquidDecalBase.

As you can see, the color is connected to the EmissiveColor channel.

Switch the connection to the BaseColor. Make sure to delete the divide to EyeAdaptation.

You have to modify these parameters on the MaterialInstance to reduce the dark contrast shading.

Darkness: 1.5 NormalFlatness: 1.0 SecondaryColor: FF001700

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


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_Demo

While on this map, just simply play the Level Sequence.


Affect by DOF

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

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

Slash

Bullet Hit

Splash/Burst

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Page cover image
Cover

Cover

Cover

Cover

Colors
Build up animation for the puddles via Dissolve Function
Dissolve Param (0-1)
Go to LiquidBase
Still inside the LiquidBase (Master Material)
Cover

M_LiquidBase

Master material for particle-based effects

Cover

M_LiquidDecal_Dynamic Deferred decal but with dissolving animation functionality

Cover

M_LiquidDecalBase

Basic deferred decal-based material

Power: 2 | Softness: 0.0 | SpecularPower: 4 | SpecularValue: 50