Phriction Documentation Mutable Mutable for Unreal Engine User Documentation Node Reference Material Node History Version 4 vs 5
Version 4 vs 5
Version 4 vs 5
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.
{F106191,size=full}
---
==Function==
Defines a material for a skeletal mesh, offering the option to change its textures.
---
==Use Cases==
Modify textures 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 textures 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.
---
==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==
**Mesh:** Mesh whose material this node modifies.
**(texture channel name):**. 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==
**Material:** Result material, with all the provided input textures applied. Disconnected input pins leave those textures with their current values.
{F106191,size=full}
---
==Function==
**TODO:** What this node doesDefines a material for a skeletal mesh, offering the option to change its textures.
---
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object.Modify textures 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 textures of a material of one of the child objects, like switching the albedo, If there's onenormals, link to tutorial or how to that uses itmetallicity and roughness of a jacket to offer the option of leather or denim.
---
==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 pinMesh:** Mesh whose material this node modifies.
**(texture channel name):**. 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**Material:** Result material, when does it appear if it's not always shownwith all the provided input textures applied. List of nodes (with links) that this pin provides forDisconnected input pins leave those textures with their current values.