Phriction Documentation Mutable Mutable for Unreal Engine User Documentation Node Reference Material Node History Version 3 vs 15
Version 3 vs 15
Version 3 vs 15
Content Changes
Content Changes
{F106191,size=full}
---
==Function==
**TODO:** What this node does.
---
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it.
---
==Node Properties==
{F106193, size=full, layout=left, float}**Material:** **TODO**
**Images**(array)**:** **TODO**
**Name**(Images array item)**:** **TODO**
**UVLayout**(Images array item)**:** **TODO**
**Reference Texture**(Images array item)**:** **TODO**
**Compression Settings**(Images array item)**:** **TODO**
**Filter**(Images array item)**:** **TODO**
**SRGB**(Images array item)**:** **TODO**
**LODBias**(Images array item)**:** **TODO**
**LODGroup**(Images array item dropdown)**:** **TODO**
**Mip Gen Settings**(Images array item dropdown)**:** **TODO**
**Max Texture Size**(Images array item)**:** **TODO**
**Dither Mip Map Alpha**(Images array item)**:** **TODO**
**Vector**(array)**:** **TODO**
**Name**(Vector array item)**:** **TODO**
**Show Pin on Node**(Vector array item)**:** **TODO**
**Scalar**(array)**:** **TODO**
**Name**(Scalar array item)**:** **TODO**
**Show Pin on Node**(Scalar array item)**:** **TODO**
**Tags**(array)**:** **TODO**
**(Tags array item):** **TODO**
---
==Input Pins==
**TODO:** List of input pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that provide for this pin.
Optional, when disconnected keeps the texture in the material unaltered.
{anchor #rmniptwumc}
(WARNING)It's not efficient to connect the output of an unaltered [[/w/mutable/unreal-engine-4/user-documentation/nodes/skeletal-mesh/|Skeletal Mesh Node]] texture **directly into the same texture input pin** in a **Material Node** when it's not altered in any way. It only forces the texture to go through Mutable without modifying anything, using unnecessary memory and slowing down the operations on the other textures that do actually change.
This is ok, but wasteful:
{F106187,size=full}
Doing it like this is more efficient:
{F106185,size=full}
---
==Output Pins==
**TODO:** List of output pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that this pin provides for.
{F592617,size=full}
---
==Function==
Defines a Customizable Object material. Consists of a mesh section, a material asset to paint it, and the runtime modifiable inputs to the material asset parameters.
---
==Use Cases==
Modify texture parameters of a material of the base object skeletal mesh, like mixing in a new normal map to enhance the appearance of an applied morph, or change the color of the skin of the character.
Modify texture parameters of a material of one of the child objects, like switching the albedo, normals, metallicity and roughness of a jacket to offer the option of leather or denim.
Modify scalar or vector parameters of a material, like globally increasing the specular levels of a wet character.
---
==Node Properties==
{F592684, size=full, layout=left, float}**Material:** Material asset to be applied to the mesh section. It's parameters will be offered as input pins to allow customization.
**Texture Parameters Mode:** How to consider the disconnected pins: **Passthrough** leaves the texture parameter as it's in the skeletal mesh slot, it won't receive UV modifications or be affected in any way by mutable. **Mutable** the equivalent to connecting manually the texture from the skeletal mesh node, so it goes through mutable and adapts to UV changes and other changes that mutable may do to the textures for this material.
**Tags **(array)**:** These tags allow the current material to activate other nodes, like mesh variation and mesh removal nodes, when this material is active.
**Mesh Component Index:** Which component does this material get added to, leave at zero if material has only one component.
**Pin viewer:** Section that allows modifying configurations that are unique to each material input and changing the visibility of pins in the node to ease the management of materials with large amount of parameters.
The search box allows filtering parameters by name. The "Show All" and "Hide All" buttons toggle all the Visibility checkboxes of all the parameters in this material.
**Visibility **(toggle in Pin Viewer array item)**:** Toggle to allow this material parameter to show up as an input pin of the node.
**Mode **(Pin Viewer array texture dropdown)**:** Texture Parameter Mode override for this input individually. Can be set to be the same as the Node, or be set specifically as Passthrough or Mutable.
**UV Layout Mode **(Pin Viewer array texture dropdown)**:** The mode "From Material" indicates that the UV will be same as the one defined in the "UVs" input pin on the node "Param2D" on the material graph. The mode Index allows defining from mutable which UV index will be used, without the need of altering the material graph. In **Ignore** mode indicates that the texture should not be transformed by any layout; these textures will not be reduced automatically for LODs.
**Reference Texture **(Pin Viewer array texture asset)**:** Optional texture that defines the final texture configuration. If it's not set, it's considered to be the texture that is in the skeletal mesh of the same name and slot. Is not printed or projected in any way, its only purpose is as source of [[/w/mutable/unreal-engine-4/user-documentation/nodes/material/#rmntp|some texture configuration properties]]: LOD Bias, Texture Group, Mip Generation Settings, Max Texture Size, sRGB, Filter, Compression Settings, Dither Mip Map Alpha and others.
---
==Input Pins==
**Mesh:** Mesh section that this material will be used on.
**Table Material:** Connection to the material table node, to use tables as data sources instead of nodes.
**(texture parameter name):**. Optional, when disconnected leaves this material texture parameter unaltered if the Texture Parameters mode is **Passthrough**, or considers it connected directly to the same texture on the same skeletal mesh slot if the Texture Parameters mode is **Mutable**. The pin is hidden by default, visibility can be individually toggled in the Pin Viewer.
**(vector parameter name):**. Optional, when disconnected leaves this material vector parameter unaltered. The pin is hidden by default, visibility can be individually toggled in the Pin Viewer.
**(scalar parameter name):**. Optional, when disconnected leaves this material texture parameter unaltered. The pin is hidden by default, visibility can be individually toggled in the Pin Viewer.
{anchor #rmniptwumc}
(WARNING)It's not efficient to connect the output of an unaltered [[/w/mutable/unreal-engine-4/user-documentation/nodes/skeletal-mesh/|Skeletal Mesh Node]] texture **directly into the same texture parameter input pin** in a **Material Node** when it's not altered in any way in any other edit or extend material node. It only forces the texture to go through Mutable without modifying anything, using unnecessary memory and slowing down the operations on the other parameters that do actually change.
This is ok, but wasteful:
{F592622,size=full}
Doing it like this is more efficient:
{F592620,size=full}
---
==Output Pins==
**Material:** Result material, with all the provided input parameters modified when connected, at runtime if appliable. Disconnected input texture pins when the **Texture Parameters Mode** is **Passthrough** leave the parameters out of Mutable, with their values untouched.
---
==Final texture properties taken from the reference texture==
{anchor #rmntp}
{F107068,size=full}
{F106191{F592617,size=full}
---
==Function==
**TODO:** What this node doeDefines a Customizable Object material. Consists of a mesh section, a material asset to paint it, and the runtime modifiable inputs to the material asset parameters.
---
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object.Modify texture parameters of a material of the base object skeletal mesh, like mixing in a new normal map to enhance the appearance of an applied morph, or change the color of the skin of the character.
Modify texture parameters of a material of one of the child objects, like switching the albedo, normals, If there's onemetallicity and roughness of a jacket to offer the option of leather or denim.
Modify scalar or vector parameters of a material, link to tutorial or how to that uses itlike globally increasing the specular levels of a wet character.
---
==Node Properties==
{F106193{F592684, size=full, layout=left, float}**Material:** **TODO**
**Images**(array)**:** **TODO**
**Name**(Images array item)**:** **TODO**
**UVLayout**(Images array item)**:** **TODO**
**Reference Texture**(Images array item)**:** **TODO**
**Compression Settings**(Images array item)**:** **TODO**
**Filter**(Images array item)**:** **TODO**
**SRGB**(Images array item)**:** **TODO**
**LODBias**(Images array item)**:** **TODO**
**LODGroup**(Images array item dropdown)**:** **TODO**Material asset to be applied to the mesh section. It's parameters will be offered as input pins to allow customization.
**Mip Gen Settings**(Images array item dropdown)**:** **TODO**Texture Parameters Mode:** How to consider the disconnected pins: **Passthrough** leaves the texture parameter as it's in the skeletal mesh slot, it won't receive UV modifications or be affected in any way by mutable. **Mutable** the equivalent to connecting manually the texture from the skeletal mesh node, so it goes through mutable and adapts to UV changes and other changes that mutable may do to the textures for this material.
**Max Texture Size**(Images array item)**:** **TODO**Tags **(array)**:** These tags allow the current material to activate other nodes, like mesh variation and mesh removal nodes, when this material is active.
**Dither Mip Map Alpha**(Images array item)**:** **TODO****Mesh Component Index:** Which component does this material get added to, leave at zero if material has only one component.
**Vector**(array)**:** **TODO**Pin viewer:** Section that allows modifying configurations that are unique to each material input and changing the visibility of pins in the node to ease the management of materials with large amount of parameters.
**Name**(Vector array item)**:** **TODO**The search box allows filtering parameters by name. The "Show All" and "Hide All" buttons toggle all the Visibility checkboxes of all the parameters in this material.
**Show Pin on Node**(Vector array item)**:** **TODO**Visibility **(toggle in Pin Viewer array item)**:** Toggle to allow this material parameter to show up as an input pin of the node.
**Scalar**(array)**:** **TODO**Mode **(Pin Viewer array texture dropdown)**:** Texture Parameter Mode override for this input individually. Can be set to be the same as the Node, or be set specifically as Passthrough or Mutable.
**Name**(Scalar array item)**:** **TODO**UV Layout Mode **(Pin Viewer array texture dropdown)**:** The mode "From Material" indicates that the UV will be same as the one defined in the "UVs" input pin on the node "Param2D" on the material graph. The mode Index allows defining from mutable which UV index will be used, without the need of altering the material graph. In **Ignore** mode indicates that the texture should not be transformed by any layout; these textures will not be reduced automatically for LODs.
**Show Pin on Node**(Scalar array item)**:** **TODO**
**Tags**(array)**:** **TODO**
**(Tags array item):** **TODO**Reference Texture **(Pin Viewer array texture asset)**:** Optional texture that defines the final texture configuration. If it's not set, it's considered to be the texture that is in the skeletal mesh of the same name and slot. Is not printed or projected in any way, its only purpose is as source of [[/w/mutable/unreal-engine-4/user-documentation/nodes/material/#rmntp|some texture configuration properties]]: LOD Bias, Texture Group, Mip Generation Settings, Max Texture Size, sRGB, Filter, Compression Settings, Dither Mip Map Alpha and others.
---
==Input Pins==
**TODO**Mesh:** List of input pins: Description of each pin, what to use them for, when does it appear if it's not always shown.Mesh section that this material will be used on.
**Table Material:** Connection to the material table node, List of nodes (with links) that provide for this pinto use tables as data sources instead of nodes.
**(texture parameter name):**. Optional, when disconnected leaves this material texture parameter unaltered if the Texture Parameters mode is **Passthrough**, or considers it connected directly to the same texture on the same skeletal mesh slot if the Texture Parameters mode is **Mutable**. The pin is hidden by default, when disconnected keeps the texturevisibility can be individually toggled in the material unalteredPin Viewer.
**(vector parameter name):**. Optional, when disconnected leaves this material vector parameter unaltered. The pin is hidden by default, visibility can be individually toggled in the Pin Viewer.
**(scalar parameter name):**. Optional, when disconnected leaves this material texture parameter unaltered. The pin is hidden by default, visibility can be individually toggled in the Pin Viewer.
{anchor #rmniptwumc}
(WARNING)It's not efficient to connect the output of an unaltered [[/w/mutable/unreal-engine-4/user-documentation/nodes/skeletal-mesh/|Skeletal Mesh Node]] texture **directly into the same texture parameter input pin** in a **Material Node** when it's not altered in any way in any other edit or extend material node. It only forces the texture to go through Mutable without modifying anything, using unnecessary memory and slowing down the operations on the other texturesparameters that do actually change.
This is ok, but wasteful:
{F106187{F592622,size=full}
Doing it like this is more efficient:
{F106185{F592620,size=full}
---
==Output Pins==
**TODO**Material:** List of output pins: Description of each pinResult material, with all the provided input parameters modified when connected, what to use them for,at runtime if appliable. Disconnected input texture pins when does it appear if it's not always shown.the **Texture Parameters Mode** is **Passthrough** leave the parameters out of Mutable, List of nodes (with links) that this pin provides for.with their values untouched.
---
==Final texture properties taken from the reference texture==
{anchor #rmntp}
{F107068,size=full}