Parameter Reference - Material
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Below is an explanation of all the parameters available when editing Material Instances
UV Tile Adjust global UV Tiling
Triplanar Blend Hardness Adjust how hard or soft the blend is between triplanar angles
Brightness Adjust BaseColor brightness value
Colorize Colorize BaseColor
Intensity Adjust Normal intensity
Roughness Multiply Adjust Roughness Value
UseTexture Enable use of a Metallic Texture mask
Metallic Add Add a value to Metallic Texture (value used unmodified if no Metallic Texture is enabled)
Opacity Multiply Adjust Opacity Value
Angle Fade Multiplier Adjust Angle Fade amount
Angle Fade Exponent Adjust Angle fade falloff exponent
Angle Fade Large World Fix Enable Angle based fade of Decal Opacity. Fix for projection stretching
Depth Fade Distance (units) How far in units it takes for the decal to fade from fully opaque to transparent
Depth Fade Exponent Control Depth fade falloff exponent
Depth Offset (units) Offset in units the point along the Decal projection where the Depth Fade begins
Depth Direction Reverse Reverse the direction which the Depth Fade gradient falls off
Sphere Radius Radius of the sphere mask in units
Sphere Hardness Control the hardness of the sphere mask gradient
Enable Emissive Enable the use of Emissive
Emis Color Colorize Emissive
Emis Brightness Adjust Emissive brightness
Emis Power Adjust Emissive power exponent
Use Texture Mask (Opacity) Enable the use of a Texture to mask Emissive
Mask Influence Adjust the influence of the Texture when masking Emissive
Invert Texture Mask Invert the Texture being used to mask Emissive
BaseColor Affects Emissive Enable BaseColor Texture affect the Emissive color
BaseColor Influence Adjust how much the BaseColor Texture affects Emissive
Use Temperature Enable the use of Black Body temperature/intensity values (Kelvin)
Temperature (K) Temperature value input (Kelvin)
Use Fresnel Enable use of Fresnel falloff Mask
Use Normal Texture Fresnel Enable the use of the Normal Texture when calculating Fresnel falloff. Uses pixel world normal otherwise
Fresnel Exponent Adjust the Fresnel falloff exponent
Min Steps The Min steps is how many steps will be used when looking downward at the material. Typically fewer steps are required when looking down since there is less resulting offset.
Max Steps The Max Steps is how many steps will be performed at glancing angles where more steps are typically necessary.
Reference Plane The relative point from which the parallax will be applied. When 1 or higher, all parallax will be downwards. When 0, all parallax will be upwards. Defaults to 0.5 - the mid point in a Height Texture
POM Debug Complexity Output min and max steps to Emissive to debug POM complexity
Max Expensive Steps Debug Color Set the Max Steps for POM complexity
TEX_BaseColor_D BaseColor Texture goes here (_D)
TEX_Normal_N Normal Texture goes here (_N)
TEX_Roughness_R Roughness Texture goes here (_R)
TEX_Metallic_M Metallic Texture goes here (_M)
TEX_Opacity_A Opacity/Alpha Texture goes here (_A)
TEX_OpacityEdge_AE OpacityAlpha EdgeMask goes here (_AE)
Use Triplanar Projection Enable Triplanar UV projection (unavailable when using Normal Texture).
Use EdgeMask Texture Enable optional separate EdgeMask to fix Decal volume hard outer edge.
Use World Aligned Projection Enable World Aligned UV projection (unavailable when using Normal Texture).
Use Spherical Projection Enable Spherical UV projection.
Angle Fade Enable Angle based fade of Decal Opacity. Fix for projection stretching.
BackfaceProjectionCull Disable projection on angles greater than 90 degrees from Decal projection.
Depth Fade Enable Depth Fade in World Units along direction of Decal projection. Fix for projection stretching.
Sphere Mask Enable Sphere Opacity Mask based on the position of the Decal Actor.
See also and
Use POM Enables the use of Parallax Occlusion Mapping (POM) to simulate depth. Requires Height Texture.
Height Ratio This is how 'deep' the heightmap is in relation to its width. Typical values are between 0.05 and 0.1. You can also affect the heightmap depth with
UsePackedMask Enable use of channel packed masks ARM - (R)Alpha/Opacity (G)Roughness (B)Metallic.
TEX_Pack_ARM Packed Texture goes here. ARM = AlphaRoughnessMetallic
TEX_Height_H Height Texture goes here (_H).