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Extend Material Node
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{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 section that is added to the ancestor material. 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== Extend an ancestor's material: add a new mesh section, and add more texture to the ancestor's material texture parameters. --- ==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 section and textures are added. --- ==Input Pins== **Add Mesh:** The new mesh section that is added to the ancestor material. 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):** Texture added to the corresponding ancestor's texture parameter. The ancestor material 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
Extend an ancestor's
material
to an
: add a new mesh section, and add more texture to the
ancestor's material
asset
texture parameters
. --- ==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
section and textures are
added. --- ==Input Pins== **Add Mesh:** The new mesh section that is added to the ancestor material. 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):**
Imag
Textur
e added to
the
the
ancestor material. There is one input image for each corresponging image of the ancestor material
corresponding ancestor's texture parameter
. 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.
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