




Number of Blueprints: 4
Number of Materials: 8
Number of Material Functions: 8
Number of Textures: 7
Network Replicated: No
Supported Development Platforms:
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Windows: Yes
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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:
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Windows:是
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Mac:未经测试(但应该工作)
v1.2 update
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new “dismember” feature
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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
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Render Target based
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Skin damage effect (R8 format)
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Skin multi-color stains option (RGBA8 format)
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Skin single-color stains option (R8 format)
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Projection-based solution (mesh unwrapping shader)
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Point and Slash damage (+ Limb mask damage)
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Texture-based color splats
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Dilation solution for UV edges issues
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Supports MetaHumans
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Experimental support for Hair/Groom Component
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Very customizable and modular materials
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Examples provided
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100% Blueprint
Setup
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Place a FleshCanvasComponent as a child of SkeletalMeshComponent
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Instantiate a global FleshBrushComponent for painting
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Setup your materials with the provided MF_Shader_Skin
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Setup your meshes to have a non-overlapping UV1 or UV0 (on all LODs)
v1.2更新
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新的“肢解”功能
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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
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基于渲染目标
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皮肤损伤效果(R8 格式)
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皮肤多色污渍选项(RGBA8) 格式)
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皮肤单色污点选项(R8 格式)
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基于投影的解决方案(网格展开着色器)
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点和斜线伤害(+肢体遮罩)损伤)
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基于纹理的颜色斑点
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UV边缘问题的扩张解决方案
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支持MetaHumans
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对头发/新郎的实验支持组件
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高度可定制的模块化材料
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提供的示例
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100%蓝图
设置
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放置FleshCanvasComponent 作为 SkeletalMeshComponent
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实例化一个用于绘画的全局 FleshBrushComponent
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使用提供的 MF_Shader_Skin
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将网格体设置为不重叠UV1 或 UV0(在所有 LOD 上)

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