> For the complete documentation index, see [llms.txt](https://sylvl.gitbook.io/untitled/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sylvl.gitbook.io/untitled/guide/global-settings.md).

# Global Settings

The Global section of the shader covers the global texture parameters you might want to change, including texturing mode, texture format and more.

### Triplanar Mapping

Triplanar layers the Material on the 3 Axis of the object. It allows for better texturing on objects will unwrapped or badly stretched UVs or uncommon shapes.

![Triplanar Mapping.&#x20;
The texture is projected on each side of the mesh.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2F7OAxvd1rvOxbCj1ArrdL%2FTriplanar.png?alt=media\&token=e865d9c0-c293-4aa6-aef4-dd4e7c74a71a) ![Non-Triplanar Mapping.
Notice the Texture deformations on top of the sphere.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FT9dEOXZN45mVYeaR6GsA%2FNonTriplanar.png?alt=media\&token=05c2546a-3df6-4d0b-88ff-298963aea2d5)

The smoothness of the transition between each texture can be set in the smoothness setting below the triplanar toggle.

![Triplanar Smoothness at 0](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2Fp5QLav91z1CeY0RD6VgH%2FTriplanar_0.png?alt=media\&token=b4506046-ff73-4efd-976f-4dbee4418b9f) ![Triplanar Smoothness at 0.4](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2F7OAxvd1rvOxbCj1ArrdL%2FTriplanar.png?alt=media\&token=e865d9c0-c293-4aa6-aef4-dd4e7c74a71a)

The Triplanar mapping can also be used for only rendering on the X, Y, Z parts of the model. This can be useful for planar surfaces to save instrcutions !

### UV Scale

Scales the Texture on the mesh.

![UV Scale 1](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FgOizsH9SyUJtO5Lqrgzl%2FUVScale1.png?alt=media\&token=aa53f222-2394-42ae-8953-0f2ab160027c) ![UV Scale 3](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FchPKYob6xXU4SZv7WgQ5%2FUVScale3.png?alt=media\&token=716d8597-6101-4997-8bc8-19aa3a63b989)

### Packed "ORM" Texture (for Rough, Metal, AO)

Allows the use of a packed texture instead of 3 separate texture files for Roughness, Metallic, AmbientOcclusion.\
These textures can be packed manually or are exported by default on Substance Painter with the "UE4 Packed" preset.

![Default, unpacked mapping, with each texture input on their own.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FaGYB3kqkCd0n3pxSeOxA%2FPACKED.png?alt=media\&token=66f5be5f-2679-4570-acb5-754231f45e6b) ![With ORM enabled, a single input covers the 3 channels.
The texture options of each layers are still available on their respective function (including Adjustements.)](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FKKOeZZwPOwFMd25wBtiy%2FORM2.png?alt=media\&token=1e7688c7-3986-4e29-a034-7bf98186e31e)

### Advanced Features

The Advanced Features contain additionnal options that are useful in specific cases.&#x20;

![Advanced Options choice.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FeADoPIRoVf0GV4VWKgor%2Fadv.png?alt=media\&token=5a4515e9-9f9b-4c57-ab4e-546aafc6a2ef)

The options are explained in-depth in the following pages.

{% hint style="info" %}
This is where you can toggle the Color / Grayscale Map Adjustements, which were mentionned in the previous page. They will appear in their respective channels sections.
{% endhint %}

### Parallax Occlusion Mapping

Parallax Occlusion Mapping allows the use of a heightmap of give the illusion of depth at the fraction of the cost real tessellation would need.

![POM Off](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FRfHEg1EHpCdfwN1KrfML%2FPOM_off.png?alt=media\&token=69a5677e-9cfd-4891-aaed-4cc3b22c077f) ![POM On.&#x20;
Notice the text coming seemingly out of the mesh.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FJD6Jnx2ZaWdS778IyOMh%2FPOM_on.png?alt=media\&token=e72ddfb3-67c3-4c62-a560-ec97668c16e4)

![As this is not real tessellation or depth, the effect can quickly fall apart when seen from certain angles or applied on some mesh shapes.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FyrmX2Aw53ANJ4S3oPylo%2Fimage.png?alt=media\&token=e2c5a941-6de2-49f0-8ac8-b8d04c899c8b)

#### Parameters

* POM Height Ratio

*How strongly the heightmap will be applied. The height can be reversed if input a negative value.*

![Height Ratio 0.01](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FNSymEjjeXDIZZDQOaOjB%2FPOM_001.png?alt=media\&token=efe28faa-ff6d-4f12-a553-3363d9a36d56) ![Height Ratio 0.05](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FTF2O8rMGKUom7ElKCB5a%2FPOM_005.png?alt=media\&token=dc05c51a-7299-42da-9519-875d2c1d7c67)

* Min and Max Steps

*The number of times the texture is sampled to create the effect. Min and Max steps are the number of minimum and maximum steps taken depending on the texture.*

![Texture with a value of 3 min Steps and 10 Max Steps.&#x20;
The previous screenshots were taken with a value of 25 max steps.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2F9IaY7BccSFL1DAWPkq9M%2Fimage.png?alt=media\&token=ac71ffed-b6d2-486b-8508-dc32593c1583)

Keep in mind that the more steps are taken, the heavier the performance impact will be.

### World Position Offset

Allows the material to change the mesh vertices.

For this setting to work properly, the mesh needs to have a decent amount of geometry !

{% hint style="warning" %}
Keep in mind this dosen't affect the bouding box or the collisions !
{% endhint %}

#### Parameters

* Inflate

*Inflates or deflates the mesh it's applied on. Can be used with a heightmap/mask to "bake" it into the mesh if it has enough geometry.*

![Inflate 5](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2F2i1ReTaPi31WzxQDsXQc%2FInflate5.png?alt=media\&token=1a543177-8ace-4263-a89f-9b1e1a8f7532) ![Inflate -5](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FAgR6WpCPKkOEZDM7Aj7S%2FInflate-5.png?alt=media\&token=f0a05fc3-e583-46b8-aae4-7bdf8410b439) ![Inflate 5 w/ Heightmap (Mask)
Only affects some parts of the mesh.](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FvYF6QNbIaxOW5vdj6jWP%2FInflate-Mask.png?alt=media\&token=7e88142f-52bc-425a-9c7d-3d37983bc553)

* XYZ Offset

*Offsets the location of the vertices on the X Y Z axis.*

* Apply Wind Effect

*Applies a wind effect on top of the mesh. The Parameters below define the speed, intensity and weight of the effect. Not affected by the inflate heighmap mask !*

If enabled, the **WPO can be changed using the Vertex Painting** options to allow rudimentary sculpting of the mesh (especially useful for cave walls, for example.)

### UV Breaking&#x20;

There are UV-Breaking features available, which are also comaptible with Triplanar Mapping.

![With UV-Breaking](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FEqng1kvXIomWkLsaFo9k%2FWithUVbreak.png?alt=media\&token=9163f540-b668-4fce-ac3b-1a12eab257b0) ![Without UV-Break](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FHgxJmklNHPjRPvFbKZpr%2FWithoutUVbreak.png?alt=media\&token=8f672f97-b29a-4917-add6-f9090a4d6098)

Enabling them gives access to 4 parameters that can be tweaked :&#x20;

* Smoothness&#x20;

*Controls how smooth the transition between the UV-breaking noise are*

![Smoothness 1 (Default)](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FwuEIbgDG22wPgpCCxppp%2FHighresScreenshot00001.png?alt=media\&token=a70e4ea4-cede-4331-b007-7e87e2325612) ![Smoothness 0](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FulI7hdFUa0xqdz82rgfA%2FHighresScreenshot00002.png?alt=media\&token=dd2c7d10-2e7b-4bb7-a241-a3bffb5194e6)

* Variation Levels / Scale&#x20;

*Controls respectively how many layers of cells there are, and how big.*

![Variation Levels 0 / Scale 0](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FJuJU1cLP6WhdANyovE0n%2FHighresScreenshot00000.png?alt=media\&token=9824d8c7-8091-41ed-b4dc-a809aed2e9bc) ![Variation Levels 10 / Scale 0](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FASxJfltZOEwV1SUFWjyM%2FHighresScreenshot00004.png?alt=media\&token=450f36fa-2d80-4655-bc81-5e9afb5f9066) ![Variation Levels 0 / Scale 10](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2F4VyhAiEBBsuBSx2QYjP9%2FHighresScreenshot00005.png?alt=media\&token=98065596-7796-4afa-9e15-f7b0b7e43976)

* Tiling Variation Scale

*Controls the ratio of how big/small the texture variations are at their maximum and minimum.*

![Tiling Variation Scale Offset 0](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2Fh6xZEuuzCSM4lanzaIhx%2FHighresScreenshot00006.png?alt=media\&token=67346362-2859-41eb-9278-a294223a9910) ![Tiling Variation Scale Offset 10](https://1720136168-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9eijyWmo2dAMvSuhkB3O%2Fuploads%2FgjHp5UlOAKIbsA3990Jc%2FHighresScreenshot00007.png?alt=media\&token=7ad4a293-07b1-4864-97e2-3ddda06a5028)

{% hint style="warning" %}
The UV Breaking Features CAN'T be used with geometry-changing functions !\
So no Tessellation/World Position Offset (will ignore the UV Break) or Parallax Occlusion Mapping (can't be enabled) !
{% endhint %}
