can someone help me look at my material complexity.

Hello,I’m new to this.
I press Alt+8 to show the scene complexity.





from pictures above could you see .that the bush is red.but the tree is green.they use the same material.and the tree has more vertices .why bushes are red.is red bad?

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Red doesn’t necessarily have to be bad, it’s an indication that your shader is running more instructions (math) than those of a green color. A material that is Green can be worse than one of a Red color since the instructions might be more light-weight than those of the green one.

In any case, I am not really sure why they do differ. It seems like they are setup and use the same material. If you move the bushes away from the tree, do they turn green?

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Hi, It could well be because you’re using “Translucent” rather than “Masked” for your leaves:

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They are using the same material, right?

Could it just be the size of the mesh? I don’t know exactly how this view is computed, but if it’s looking at visible area as well as material complexity. Could be… :slight_smile:

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Guys,sorry for late reply.thanks for help,here’s the material.I got it from market place.I’m new to material.


And the floor is also strange.


same floor with different colors.
@EliasWick the bushes are red no matter where I put them :joy: .
I’m using forward rendering and DX11. I researched on the forum and see some posts say that the material complexity is not correct in forward rendering? but no one reply those posts…so I don’t know if I could rely on the tool.

That material is very simple, are you sure that’s on the red bushes?

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yes.it’s on the bush.and the tree also uses it .if you need to see more screen shot you can tell me . I don’t know where is the important information.

What about that brown material?

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It looks like is for the stem.it’s green.



I think you might be right about the complexity view not working with forward rendering. Because that material is about as simple as you can get :smiley:

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Okay.thanks for taking your time help me.could I ask another question :joy: ,how do you know about DFAO “distance field ambient occlusion”? I turned it on on the sky light but I see no effect. Does it also not support forward rendering?

I’m pretty sure DFAO is redundant now Lumen is here?..

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I don’t want lumen.actually I don’t want to use directional light either.i want to achieve something like in Minecraft.


in Minecraft I think that it doesn’t have a directional light. But the environment has some shadow-like thing.I like the feeling…but I don’t know if it’s the AO.because I tried open a new template to turn on the AO.the effect is horrible…totally not like in Minecraft. :joy:

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minecraft uses per vertex ao. found this article real quick…

to do this in unreal you either bake it to the vertex color or a vertex color channel in your modelling program of choice or you bake it into lightmaps using lightmass. it also has a seperate ao switch. so you could potentially use the ao mask for specular or roughness occlusion in tight corners or use it for any fancy effect really.

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Not sure, I’m afraid :joy:

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