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ue models are not affected by decals
Hello pro, rotate the light in the material preview window: L+Left click (in the material preview window)

Rotate the sky shell: K+Left click

Copy and paste the node: Ctrl+W

One, decal specification settings

1, decal size specification

Officially recommended decal size is: N power of 2

E.g. : 256X256, 512X512, 256X512。。。。。。。

Why should we do it this way: the mapping also has LOD, the mapping of objects far away from the scene will be displayed in low resolution to reduce hardware loss. Look at the Mip count (LOD of the mapping) below.

To see the information about the mapping:

Open the mapping details panel: double click on the mapping to open it.

Sky Box Mapping

The Mip needs to be turned off in order to preserve the clarity of the sky box.

2. Color mapping

Color mapping without Alpha must be 8-bit RGB color mapping.

Color maps with alpha are 32-bit RGB color maps.

If in UE4, you find that the color map is white, then the color map is 16-bit. Change it to 8-bit and it will be fine (be careful when exporting maps from SP, SD).

If the color map is still white. You can create a new file in the PS software, copy the color map into it, and then save another map color. Use this mapping on the line.

4, material properties mapping

Including Metallic (Metallic), Roughness (Roughness) mapping

Gray-scale mapping must be closed GRB option.

5. Normal mapping

UE4 supports Directx normal mapping.

OpenGL normal mapping needs to invert the normal green channel (G channel).

Normal mapping must have the GRB option turned off.

II. Common Algorithms (Addition, Subtraction, Multiplication and Division)

Multiplication node: Multipiy

M+Left click (used in material blueprint panel)

Addition node: Add

A+Left click

Division node: Divide

D+Left click

Subtraction node: Subtract

Three, UV Scale, Tile, Move, Rotate

Rotate UV

Node: Rotator expression outputs the UV texture coordinates as a two-channel vector value that can be used to create a rotated texture.

AppendVector

Two, the texture effect adjustment (blueprint)

1, normal map intensity adjustment

2, AO map intensity adjustment

3, map brightness adjustment

4, desaturation

On the picture From the official document

Three, a variety of material production

1, transparent materials

Recommended to look at the official article "UE4 transparent material understanding and application"

- Basic glass material

- Glass material

- Translucent material rendering sort

Select the semi-transparent material rendering sort

Objects that use the translucent material in the level scene, in the Object Details panel, select the object that uses the translucent material. objects in the level's scene and set them in the Object Details panel, under Rendering.

- Make the camera aperture (focus, depth of field) affect the translucent material

Turn off the depth of field in the material details panel and render it

2. Self-illuminated material

- Use self-illuminated models as static lighting

Select the self-illuminated model in the level scene, and check Self-illuminated with static lighting in the details panel

Note:

Self-illumination should be strong enough.

Increase the number of indirect light reflections in the World Scene Settings.

Do not see the effect until after you bake the lighting maps.

3, Decal decal material (delayed decal)

(1) Project settings to enable the color decal. Because the decal does not support pure static lighting, do not open the color will not be displayed.

(2) Decal material production

(3) Add decals to the scene

(4) so that the model is not affected by the decal (do not receive the decal)

D. Breathing light production

1, the principle:

With the Sine function node to control spontaneous fluctuations in light and dark.

Time node to control the self-luminous light and dark fluctuation speed.

2. Node:

Sine function node: Sine expression repeatedly outputs a sine wave value over the input range of [0, 1] and the output range of [-1, 1].

Time node: Used to add elapsed time to a material (e.g., Panner, Cosine, or other time-dependent operation).

Takes the value (0,1) and goes from fast (0) to slow (1).

3, node connection template: material parameters default.

6, the production of running lights

1, the principle: Time (Time) node and Panner (Panner) node to control the movement of UV mapping.

2. Node: Panner (Panning)

Panner (Panning) node is used to create the UV texture coordinates of the panning (or moving) texture.

SpeedX specifies the speed at which to pan the coordinates in the U direction.

Speed Y (SpeedY) specifies the speed at which to pan the coordinates in the V direction.

3. Node connection template: material parameter default.

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