Foliage Material

Material parameters description

Foliage Master Material (M_PivotPainter_Foliage) controlls look and behavior of our foliage.

Input Maps

Controlls foliage appearens

"Atlas" checkbox toggles between leaves and trunks usage.

Please note that "Atlas" option uses regular textures, where "Atlas off" uses "Virtual Textures"

When Atlas enabled "Colorize" options are also enabled. When it is off, "Blend" layer for branch seams and "Dirt" layers are enabled.

Pivot Painter Textures

Loads plants baked sckeletons and controlls wind hierarchy

Wind is applied in hierarchical manner, Trunk -> Branches -> ... -> Branches -> Leaves

You can enable each hierarchical level by toggling its checkbox (Left - all 5 levels enabled, Right - only one level enabled)

  • "Wind Fade" - used to disable wind effect gradually by given distance. Useful when disabling WPO causing twitches.

  • "Deform Correction" - fixes branches stretching at extreme wind strength.

  • "1 Level Water Plant" - used for water palnts.

  • "2 Levels -> ... -> 5Levels" Enables individual hierarchy level.

  • "Global Wind Strength" -amount of wind applied to individual plant.

  • "Inertia" - offsets wind reaction at each hierarchy level by time, adding inertia fill to the motion.

  • "Wind Pitch" - angle of wind direction. 0 - parallel to ground, 1 - from above, -1 - from below.

  • "Simple wind" - perfomance friendly solution, uses traditional wind technicks.

Interaction

Cpntrolls player interaction with foliage

  • "1 and 2 Level Interaction" - material supports interaction for two hierarchy levels, you can enable this indiviually. (For example trees dont need level 1 interaction as player can`t bend bold trunks)

  • "Foot interaction" - enables each feet interaction (Useful for grass and small plants)

  • "Interaction Radius" - radius of player influence where effect is applied

  • "Interaction Strength 1 and 2" - controls how far plant is bent from player for each level

  • "Level 1 and 2 Fern" - enables fern-like animation

  • "Mask Roots" - fixes mooving roots close to ground

  • "Wave Frequency" - speed of waves spreading from player

  • "Wobble Amplitude" - only used with fern animations, controlls how much a branch would wiggle

  • "Wobble Scale" - only used with fern animations, controlls size of waves going along branch

Shadow and Wind Basic

Controlls shadow and simple wind behavior

Calculating shadows has extreme perfomance impact in unreal engine, we had to make some compromizes. Normally you would render shadow pass on the exact same geometry and material used for final render, but in order to save some cost we optimized it.

  • "Masked Shadow" - enables opacity in shadow, should be off in most cases

  • "WPO Shadow" - enables animations in shadow

  • "WPO Simple Shadow" - enables optimized animations for simple pass (Same as if you enable "Simple wind" in "Pivot Painter Textures" section)

Wind Basic (options for simple wind both for main pass and shadow pass)

  • "Strength Basic" - animation strength

  • "Stiffness" - controlls how stiff branch is

  • "Wobble" - controlls amoun of leaves wobble

Wind Level 1 ... 5

Controlls behavior of wind for each level

  • "Strength" - wind strength, also affects speed

  • "Speed" - wind speed

  • "Diviation" - controlls how random bend direction is

  • "Gusts" - amount of gusts where 0 is constant speed

  • "Stiffness" - how stiff branch is

  • "Offset" - offsets pivot point along branch towards end

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