π¬ Using Effects
Last updated
Last updated
The effects are features designed to improve the look of the Sub-Layer's Material without needing a lot of options. Some can be especially useful for certain scenarios (Sparkles, for example.)
This effect uses the normals of the terrain (on the "Dark-Light w/ Normals" option) or the Noise map (on the "Dark-Light w/ Noise") to Darken or Lighten the affected area, depending on the Lightness value set.
This is especially useful to easely break the monotony of a Material without having to useful another Sub-Layer.
The "w/ Noise" mode features all the regular Noise options, like the ability to break the map's tiling, etc. Both modes can be used at the same time.
This effect shifts the hue of the area defined by its noise (that features all the regular options) by a set value, just like in the Color Adjustements.
The noise works in the same way as the Darken/Lighten Material above.
The Add Distance-Field Material option adds a secondary material in the areas around meshs affecting distance-field lighting, which can be very useful in some cases.
The area radius and its contrast can be changed. The material itself is made of:
Base Color map
Normal Map & a Normal Flatness value
Displacement map (If nanite Tessellation is enabled) & its Contrast and Strength adjustements
Roughness value
The UV Tiling is the same value as the parent material.
The video in the title shows a demonstration of what this feature can bring to the Instance when fully utilized with Displacement.
The Water effect overlays animated Water on top of the Sub-Layer's material, which is especially useful when used with a Splatmap. The animation is made using 2 layers of a Normal map that are each panning in different directions.
For best results, use Parallax Occlusion Mapping on the Material to simulate water depth underneath the effect.
Water Tint
Tint of the water material
Water Opacity
How opaque the water layer will be on top of the regular material.
Water Material
Specular
Specularity of the top water material
Roughness
Roughness of the top water material
Normal Flatness
Flatness of the used Normal Map.
Normal UV Tiling
Tiling of the used Normal Map
The Sparkles effect adds subtle spots to the Sub-Layer's material, which are animated if the Sub-Layer is uncached. (Static on ES3.1)
Texture Sparkles Settings
Sparkle Map Tiling
Changes the Tiling of the snow sparkles
(Higher vlaues = more and smaller spots)
Sparkles Frequency
From 0 (less sparkles) to 1 (more sparkles shown).
Show Sparkle Far Away
Turns off the mipmaps, which makes these sparkles visible from further.
Sparkles Animation Settings (Advanced users only; not necessary to edit):
Mask Map Tiling
Changes the tiling of the map used for animation.
Mask Map Contrast
Contrasts the Mask Maps.
Masks Map Speed (X;Y)
Changes the speed of the panning mask map.
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For this feature to work, the Sub-Layer must be and the Landscape must not affect Distance-Field Lighting.
For this feature to work, the Sub-Layer must be .