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Axton

[Free Assets] Puddle Decal Material

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Posted (edited)

Hi! I've been busy for a while, doing lots of things. But I managed to take a little time for myself lately and I decided to spend it making some more tutorials and free stuff for you guys :D 

 

One of the things I made was this puddle decal. It's very dynamic, requiring only a single black and white mask to function. Everything else is procedural. 

Here are some screenshots of it in action:

qNaoS4Z.jpg

NgIff8T.jpg

43KVr0Y.jpg

 

For those of you who want to use this material, I've made a short video explaining how to use it and additionally how to make masks for it in Photoshop.

 

The material is available for download here: http://www.mediafire.com/file/agl5zvxzt6vpm1c/Puddles.rar

Just unzip to your content folder. Make sure the folder path looks like this:

Content\Puddles\Masks

Once you've done that you should be able to move it wherever you want in ue4!

 

EDIT: Added falloff parameter

Edited by Axton

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Posted (edited)

Hey. Pretty cool.

This misses one single parameter - Falloff strenght, to make the outher edge bigger or smaller with the same puddle size...

 

Edited by FishMan

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8 hours ago, FishMan said:

Hey. Pretty cool.

This misses one single parameter - Falloff strenght, to make the outher edge bigger or smaller with the same puddle size...

 

Ah yes, I hadn't thought of that :) I'll add it to the material asap.

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Bravo, very nice. This will be a nice touch in excavated areas and wetlands. 

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Added a falloff parameter on fishman's request: 

e59115f515f91c143acb2e338d4495c8.gif

 

You'll see that low values tend to reveal the square edges of the texture, so try not to put it too low. 

 

 

That's all, enjoy!

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Out of curiosity, because it states "material" in the title, does that mean it has it's own potential sound/visual effects when interacting with players/bullets? Rather than the default that the underlying material uses (ground/concrete etc)

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Just now, Psyrus said:

Out of curiosity, because it states "material" in the title, does that mean it has it's own potential sound/visual effects when interacting with players/bullets? Rather than the default that the underlying material uses (ground/concrete etc)

I did attempt something of the sort, but unfortunately decal materials have no support for physmats. The best you can do at the moment is place an invisible cube with a water physmat on it just over top of the decal. Looks okay, but it's a pain to place them on every puddle

 

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Posted (edited)
24 minutes ago, Axton said:

I did attempt something of the sort, but unfortunately decal materials have no support for physmats. The best you can do at the moment is place an invisible cube with a water physmat on it just over top of the decal. Looks okay, but it's a pain to place them on every puddle

 

Ah I see, that makes sense. Maybe a puddle blueprint that holds the parameters then in the constructor/on play it initializes the decal material and collision+physmat together so they don't have to be configured separately? I'm not familiar enough with the editor to know if those two components can be child actors(components?) on a parent blueprint O.o

Edited by Psyrus

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Posted (edited)

They could to my knowledge, just too complicated for my liking :P 

 

Not that it'd be complicated to make, more that it's not a very elegant solution.

Edited by Axton

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