Home
Anticto
Search
Configure Global Search
Log In
Transactions
Extend Material Node
Change Details
Change Details
Old
New
Diff
{F85636,size=full} --- ==Function== Add material to a parent object material asset. --- ==Use Cases== Put a jacket on top of other clothing. Grow hair on a bald character. Put on a hat to partially cover the messy hair. --- ==Node Properties== {F85638,size=full,layout=left,float}**(combobox):** Parent material to which the input material is added. --- ==Input Pins== **Add Mesh:** The new mesh that is added to the parent mesh. Clipping geometry is **NOT** automatically removed, there are [[/w/mutable/unreal-engine-4/user-documentation/remove-unseen-parts/|specific procedures to achieve that]]. **(parent material image name):** Image added to the the parent material. There is one input image for each corresponging image of the parent material. The parent material mesh layout partition size defines the relative sizes of the materials. Each of the parent material images resolution defines what is the resolution of one block for that image for the added material. An extend material with a mesh layout with more partitions will use more space at the end, resulting in more detail but also a larger final texture. [[/w/mutable/unreal-engine-4/user-documentation/basic-concepts/#texture-layout-concept|Further details and examples.]] --- ==Output Pins== **Material:** Extended material.
{F85636,size=full} --- ==Function== Add material to an ancestor's material asset. --- ==Use Cases== Put a jacket on top of other clothing. Grow hair on a bald character. Put on a hat to partially cover the messy hair. --- ==Node Properties== {F85638,size=full,layout=left,float}**(combobox):** Ancestor material to which the input material is added. --- ==Input Pins== **Add Mesh:** The new mesh that is added to the ancestor mesh. Clipping geometry is **NOT** automatically removed, there are [[/w/mutable/unreal-engine-4/user-documentation/remove-unseen-parts/|specific procedures to achieve that]]. **(parent material image name):** Image added to the the ancestor material. There is one input image for each corresponging image of the ancestor material. The ancestor material mesh layout partition size defines the relative sizes of the materials. Each of the ancestor material images resolution defines what is the resolution of one block for that image for the added material. An extend material with a mesh layout with more partitions will use more space at the end, resulting in more detail but also a larger final texture. [[/w/mutable/unreal-engine-4/user-documentation/texture-layouts/|Further details and examples.]] --- ==Output Pins== **Material:** Extended material.
{F85636,size=full} --- ==Function== Add material to a
parent object
n ancestor's
material asset. --- ==Use Cases== Put a jacket on top of other clothing. Grow hair on a bald character. Put on a hat to partially cover the messy hair. --- ==Node Properties== {F85638,size=full,layout=left,float}**(combobox):**
Parent
Ancestor
material to which the input material is added. --- ==Input Pins== **Add Mesh:** The new mesh that is added to the
parent
ancestor
mesh. Clipping geometry is **NOT** automatically removed, there are [[/w/mutable/unreal-engine-4/user-documentation/remove-unseen-parts/|specific procedures to achieve that]]. **(parent material image name):** Image added to the the
parent
ancestor
material. There is one input image for each corresponging image of the
parent
ancestor
material. The
parent
ancestor
material mesh layout partition size defines the relative sizes of the materials. Each of the
parent
ancestor
material images resolution defines what is the resolution of one block for that image for the added material. An extend material with a mesh layout with more partitions will use more space at the end, resulting in more detail but also a larger final texture. [[/w/mutable/unreal-engine-4/user-documentation/
basic-concepts/#
texture-layout
-concept
s/
|Further details and examples.]] --- ==Output Pins== **Material:** Extended material.
Continue