Affecting all materials in one node

Hi all,

Just wanted to see if there is a way to affect all materials at once - these multiple materials are all mapped over the model above and I simply want to change roughness for example, without clicking through each one and adding the node to each material! Just wanted to know if it’s possible within UE4 rather than using other prgrams to unwrap etc.

Thanks!
Jamie.

Yep, it is absolutely possible.You can use Material Parameter Collections for that. Link to a corresponding article.

I dont think Deathray read that correctly, because that would still mean OP needs to go into each material and place the material param. collection node down.

a few things that make me worry when I see that image.

A. please tell me you are only using 1 master material and the rest are instances? if not, please fix that for sanity, ocd, and performance sake.

B. please tell me that that hallway isnt one mesh (as stated in your original post) because that, in combination with all the materials would mean that thing gets drawn over 140 times, resulting in (extremely) bad framerates.

C. Those material names might result in not being able to build your project once you are done, their name-length is rather long, and there is a string limit for files (including folder structure) and with stupendous generated names like that, you will have a very big chance if hitting that.

  • my few cents…

Awww, indeed. Did not pay enough attention to the picture.

no worries :slight_smile: answerhub helper hug and ^5

Hey guys thanks for writing back! Ha, you must think I’m crazy with that kind of model and materials - to explain in more detail, the model is actually from a 3D camera scan of a space (in Italy) - the camera is made by Matterport [https://www.matterport.com]. Once you scan, an .obj file (with a tonne of .jpgs and .mtl library file) is processed and you can import directly into UE4. [cool that UE4 can take .obj straight in] Indeed the way they process it has all those materials (with big names) wrapped around certain parts of the mesh. So really, this is a raw model, by a camera. It seems random to me as to what materials get wrapped and where…

I have packaged a game with a raw model like this before and it’s been ok but for this it’s not the prime intention, more matinee/cinema exports so all good for that. If I were to package, I’ll be following what you say Luos :slight_smile:

I will check the Material Parameters Collection when hanging out in that level again, seems to be the ticket. Thanks for the link. So yeah, it’s a weird work flow but when using scanned data, it can be quite cool and unique. If I can affect all materials in one hit that’s helpful.

Here’s a little film sequence of it should you wish to see the results - Unreal Italian Statues on Vimeo

J

Luos has a good point. I’ve misunderstood the question. Even with MPCs you would have to click through each of materials. I haven’t worked with scanned environments, but i’m sure they would need some kind of work before being imported to UE4.