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 ‘Mask Channel' – From here you can choose the channel for an opacity map.

14. Configure Subsurface


Subsurface scattering is the term used to describe the lighting phenomenon where light scatters as
it passes through a translucent / semi translucent surface. Unreal Engine 4 (UE4) offers a
special Shading Model called Subsurface that is used specifically for materials that need this
interaction like skin or wax. Firstly, go to the 'Details' -> 'General' -> 'Material Property Override' tab inside
an instance and change the 'shading model' to 'subsurface'.

 ‘Mix Albedo + Subsurface’ – Multiply base color with the subsurface.


 ‘Modify Subsurface Intensity' – Simply multiply the Subsurface map by value.
 ‘Use Alpha Texture Mask’ – Get an Alpha channel from Color Map/Albedo for opacity.
 ‘Opacity Value’ – Affect opacity from the subsurface.
 ‘Opacity Mask Influence’ – Opacity mask influence from subsurface scattering.

15. Setup of Glass Material


The glass material can imitate fake cubemap reflection. Firstly, change parent master material to
‘MM_EP_GlassPBR’ or create a new one. Then go to the ‘Glass Settings’ tab.

 ‘Chromatic Aberration’ – Allows to control the value of chromatic aberration effect.


 ‘Curvature' – Value of Fresnel curvature.
 ‘Reflective Color’ – Color of reflection from curvature edges.
 ‘Refraction’ – Refraction of cubemap amount.
 ‘Translucent Color’ – The main color of the glass.

16. Setup of Vertex Paint - Main Setup


Vertex Paint is divided into three separate types of material, designed for different tasks. Choose
one of the specified material that is more suitable for your current needs. And change parent
material of instances to ( ‘MM_EP_FullPBR+VertexPaintDefault’, ‘MM_EP_FullPBR+VertexPaintWater’,
‘MM_EP_FullPBR+VertexPaintGrunge’) or create a new one. Now go to the ‘Vertex Paint Settings' section.
Materials separated to 3 presets of each RGB layers and have own prefixes. I explain here the base
parameters without prefixes, which are repeated for each of the RGB channels.

 ‘Use Vertex Default’ – Classic preset designed for basic vertex paint blending tasks.
 ‘Use Vertex Water’ – Vertex with water puddles preset designed for wet floor surfaces.
 ‘Use Vertex Grunge Wall’ – Wall preset designed for grunge materials with cracks/mask
between layers, use fall-off blend in vertex paint.
 ‘Modify Blend Vertex Mask Tile’ – Allows to modify the UV tile scale for a blend mask of vertex
paint.
 ‘Modify Overall Vertex Mask Tile’ – Allows to modify the UV tile scale for an overall mask of
vertex paint.

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 ‘Use Overall Fall-Off Modulation Mask’ – Use the overall mask for all R/G/B vertex channels
instead of using separated masks.
 ‘Blend Vertex Map Channel’ – From here you can choose the channel for a blend mask.
 ‘Modify Mask Tile’ – Allows to modify the UV tile scale for a fall-off mask of vertex paint.
 ‘Modify Sharpness’ – Allows modifying the sharpness in the fall-off mask of vertex paint.
 ‘Use Red Stain’ – Use a stain mask for blend modulation.

17. Setup of Vertex Paint - Default


Actually, all parameters bellow go from all tabs we got before and so that they do not need
explanation. Anyway, you can easily look at examples (Materials/Instances/Examples/VertexPaint)
and figure out how they setup.

Note: All parameters also have a prefix for [R] / [G] / [B] channels.

18. Setup of Vertex Paint - Water


Under the ‘Material Layer – Vertex Water Settings’ tab you will find some settings:

 ‘Wet Map Color’ – Second water color used in fall-off by Fresnel calculation.
 ‘Modify Wet Mask Tile Scale’ – Allows to modify the UV tile scale for a fall-off mask of vertex
paint.
 ‘Modify Water Mask Tile Scale’ – Allows to modify the UV tile scale for a water mask of vertex
paint.
 ‘Use Water Color Fresnel’ – Use Fresnel for realistic water color.
 ‘Use Water Map Roughness Fresnel’ – Use Fresnel for realistic water roughness.
 ‘Use Wave Ripple Effect’ – Use the wave ripple effect for the normal map.
 ‘Use Wet Fall-off Map Roughness Fresnel’ – Use Fresnel for realistic wet fall-off mask roughness.
 ‘Modify Wave Mask Map’ – Use custom waves mask instead of default map.
 ‘Vertex Offset’ – Vertex offset for height normals of vertices.
 ‘Water Map Bias’ – The slope of the water map.
 ‘Water Map Height’ – Height of water map.
 ‘Wave : Modify Mask Scale’ – Allows to modify the UV tile scale for a mask of vertex paint.
 ‘Wave : Modify Mask Speed’ – Allows to modify the speed of the wave mask of vertex paint.
 ‘Wave : Modify Scale’ – Allows to modify the UV tile scale for a wave texture of vertex paint.
 ‘Wave : Modify Time’ – Allows to modify the time of a moving wave texture of vertex paint.
 ‘Wave : Depth’ – Height of the wave map.
 ‘Wet Fall-off Map Height’ – Height of the fall-off (edge of the puddle) map.
 ‘Wet Fall-off Map Offset’ – The offset of the fall-off (edge of the puddle) map.

19. Setup of Vertex Paint - Grunge Wall


Grunge Wall preset uses two layers by default (paint above the plaster) so that the setup of layer 2
equals the main setup.

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Under the ‘Material Layer – Grunge Wall Vertex Settings’ tab you will find some settings:

 ‘[Grunge Mask] Modify Scale UV’ – Allows to modify the UV tile scale for a grunge mask.
 ‘Add Power For Layer (1/2)’ – Add power depth for a layer, similar to the height depth.
 ‘Invert Grunge Mask’ – Invert grunge mask for the vertex layer.
 ‘Use 3 Point Level Boost’ – Remaps 0-1 values by linearly interpolation through 3 new values.
 ‘Use Height Lerp Blend for first layer’ – This function will replace default lerp by height lerp with
smoother blend control. Turn on will affect performance.
 ‘Use Manual Grunge Control by Alpha Vertex Channel’ – Use Alpha Vertex Channel for subtracting
the second layer grunge mask by manual control.
The better solution will be looking at examples inside the project to fully understand how to work
cracks.

To draw only the cracks through the mask on top of the paint, set the alpha to 0 in the alpha layer of
the brush.

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20. Migrate Content
To use only master materials or migrate this in another project, you can delete not necessary
example folders with assets:
 Maps
 Instances
 Examples
 PostProcess
Meshes and textures are either engine demo content or created by me for demonstration purposes.
Feel free to use all those assets in your projects with suitable setup.

21. Special Thanks


Special Thanks to:
Anna Sokolova (Aiketero Se) for her support,
Erik Rossik (ErikFOV) for tests,
Ilya Vyuhin (IL) for VR tests,
Michael Gerard (UnrealMike) & Yoeri Vleer (-Luos-) for their tutorials and inspiration.

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