Phriction Documentation Mutable Mutable for Unreal Engine User Documentation Node Reference Material Node History Version 5 vs 6
Version 5 vs 6
Version 5 vs 6
Content Changes
Content Changes
{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.
{F106214,size=full}
---
==Function==
Defines a material for a 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==
{F106256, 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 parameter name):**. Optional, when disconnected leaves this texture parameter unaltered.
**(vector parameter name):**. Optional, when disconnected leaves this vector parameter unaltered. The pin is hidden by default, visibility can be individually toggled with the Show Pin on Node property on the respective entry of the Vector Params array in this node properties.
**(scalar parameter name):**. Optional, when disconnected leaves this texture parameter unaltered. The pin is hidden by default, visibility can be individually toggled with the Show Pin on Node property on the respective entry of the Scalar Params array in this node properties.
{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 parameters modified when connected, at runtime if appliable. Disconnected input pins leave the parameters out of Mutable, with their values untouched.
{F106191214,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==
{F106193256, 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 channelparameter name):**. Optional, when disconnected leaves this texture parameter unaltered.
**(vector parameter name):**. Optional, when disconnected leaves this vector parameter unaltered. The pin is hidden by default, visibility can be individually toggled with the Show Pin on Node property on the respective entry of the Vector Params array in this node properties.
**(scalar parameter name):**. Optional, when disconnected leaves this texture parameter unaltered. The pin is hidden by default, when disconnected keeps the texture in the material unalteredvisibility can be individually toggled with the Show Pin on Node property on the respective entry of the Scalar Params array in this node properties.
{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 texturesparameters modified when connected, at runtime if applied.liable. Disconnected input pins leave the parameters out of Mutable, Disconnected input pins leave those textures with their current valueswith their values untouched.