Announcement

Collapse
No announcement yet.

Emissive Skin Effects

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Emissive Skin Effects

    Hello, I wonder if someone could help me with the emissive effect issue I am having.

    I modeled out Liliana from MTG and want to have her skin glow when she does an ability.

    I am using the Photorealistic Character material and applied my own maps to the character. I am not sure how to attach the emissive glow to this material; if I even can.


    Click image for larger version

Name:	GlowOff.png
Views:	1
Size:	403.5 KB
ID:	1220818

    Do I need to duplicate the whole material expression to the next layer?

    Click image for larger version

Name:	GlowOn.png
Views:	1
Size:	401.5 KB
ID:	1220819

    Click image for larger version

Name:	MaterialTree.png
Views:	1
Size:	242.8 KB
ID:	1220820

    I also need some help with setting up the blueprint to turn her skin on and off
    Attached Files

    #2
    Suggestions and advice are more than welcome
    Here is where my material is at the moment

    Click image for larger version

Name:	Skin.png
Views:	1
Size:	164.9 KB
ID:	1128611
    Click image for larger version

Name:	EmissiveTree.png
Views:	1
Size:	219.5 KB
ID:	1128612

    Here is the result

    Click image for larger version

Name:	Result.png
Views:	1
Size:	888.7 KB
ID:	1128613

    How can I copy the same material for the skin as I would another layer and add a glow specific map?
    Or Do I need to modify the skin bust material and create a specific emissive tab in there and apply the textures inside of there instead of trying to do a new layer?

    My goal is to use a blueprint to have the skin glow on and off.

    Click image for larger version

Name:	Goal.png
Views:	1
Size:	461.4 KB
ID:	1128617
    Attached Files
    Last edited by djwiley912; 05-26-2017, 12:23 PM.

    Comment


      #3
      You need to set the "emissive intensity" parameter of the material.
      You will need to create a dynamic material instance of it to do that.

      There should be wiki/doc topics on how to set parameters and using dynamic materials.

      HTH
      Never say Never, Because Never comes too soon. - ryan20fun

      Frames Per Second is NOT a proper performance metric, You should use frame time. You can read this or this as to why.
      (Profiling) Tools: RenderDoc (UE4 Plugin), NVIDIA nSight, AMD GPU PerfStudio, CodeXL
      Good articles/Series: A trip through the Graphics Pipeline 2011

      Comment


        #4
        You could always set multiply the intensity of the emissive colour with a collection parameter. And then change the collection parameter in a blueprint :P

        Comment

        Working...
        X