LUZEMRIK - Skin Canvas Component

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DEMO

DOCS

This component aims to provide procedural and dynamic skinned damage and blood decal effects on characters. It is fully blueprint-based and allows for easy customization and extendibility.

Features

  • Render Target based

  • Skin damage effect (R8 format)

  • Skin multi-color stains option (RGBA8 format)

  • Skin single-color stains option (R8 format)

  • Projection-based solution (mesh unwrapping shader)

  • Dilation solution for UV edges issues

  • Supports MetaHumans

  • Experimental supports for Hair/Groom Component

  • Very customizable and modular materials

  • Examples provided

  • 100% Blueprint

Setup

  1. Place a SkinCanvasComponent as a child of SkeletalMeshComponent

  2. Instantiate a global BrushComponent for painting

  3. Setup your materials with the provided SC_Shader material attributes function

  4. Setup your meshes to have a non-overlapping UV1 or UV0 (on all LODs)