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Extend Material Node
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{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 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 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.
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