Documentation
Materials
Master Materials

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
Texture Samplers
Modifiers





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)


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.

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.





Affect by DOF


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