Number of Blueprints: 4

Number of Materials: 8

Number of Material Functions: 8

Number of Textures: 7

Network Replicated: No

Supported Development Platforms:

  • Windows: Yes

  • Mac: Untested (but should work)

蓝图数量:4

材质数量:8

材质函数数量:8

纹理数量:7

网络复制:否

支持的开发平台:

  • Windows:是

  • Mac:未经测试(但应该工作)

VIDEO1

VIDEO2

DEMO

TUTORIAL

DOCS

v1.2 update

  • new “dismember” feature

  • rename from “Skin Canvas Component” to “Flesh Surface Component”

Description

This component aims to provide procedural and dynamic skinned damage and blood decal effects on characters. It is fully blueprint-based and allows for easy customization and extendibility.

Features

  • Render Target based

  • Skin damage effect (R8 format)

  • Skin multi-color stains option (RGBA8 format)

  • Skin single-color stains option (R8 format)

  • Projection-based solution (mesh unwrapping shader)

  • Point and Slash damage (+ Limb mask damage)

  • Texture-based color splats

  • Dilation solution for UV edges issues

  • Supports MetaHumans

  • Experimental support for Hair/Groom Component

  • Very customizable and modular materials

  • Examples provided

  • 100% Blueprint

Setup

  1. Place a FleshCanvasComponent as a child of SkeletalMeshComponent

  2. Instantiate a global FleshBrushComponent for painting

  3. Setup your materials with the provided MF_Shader_Skin

  4. Setup your meshes to have a non-overlapping UV1 or UV0 (on all LODs)

视频1

视频2

DEMO

教程

DOCS

v1.2更新

  • 新的“肢解”功能

  • 从“皮肤画布组件”重命名为“肉体表面组件”

描述

此组件的目的为角色提供程序性和动态的蒙皮伤害和血贴花效果。它完全基于蓝图,可轻松定制和扩展。

功能

  • 基于渲染目标

  • 皮肤损伤效果(R8 格式)

  • 皮肤多色污渍选项(RGBA8) 格式

  • 皮肤单色污点选项(R8 格式

  • 基于投影的解决方案(网格展开着色器)

  • 点和斜线伤害(+肢体遮罩)损伤)

  • 基于纹理的颜色斑点

  • UV边缘问题的扩张解决方案

  • 支持MetaHumans

  • 对头发/新郎的实验支持组件

  • 高度可定制的模块化材料

  • 提供的示例

  • 100%蓝图

设置

  1. 放置FleshCanvasComponent 作为 SkeletalMeshComponent

  2. 实例化一个用于绘画的全局 FleshBrushComponent

  3. 使用提供的 MF_Shader_Skin

  4. 将网格体设置为不重叠UV1 或 UV0(在所有 LOD 上)

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