LUZEMRIK - Skin Canvas Component

VIDEO

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)

Discord Contact: hickv

FAQ

Where is the sample project folder?

  • When you import the asset you should get a folder named “Demo”
  • The demo map is at “Content/Demo/Maps/SCC_Demo_Map”
  • I had it named to something like “SkinCanvasComponentDemo”
  • But for some reason Fab’s asset review system did not like it and asked me to rename it to “Demo” which obviously could cause collisions and confusion… like it did… go figures

From my perspective, setting up a Discord server would be overkill - I think having this thread/post instead is easier to manage. Let me know if you need any help. :+1:

Hello. I am working on a minimal update and will release it soon. I added some animations and ragdoll effects to the demo and a simple crosshair. I will also make a video tutorial showcasing setup and some other things soon.

1 Like

Thank you! My Discord username is hickv.

Hi, I bought Tri-Planar Animated Blood Decals
The textures are too low resolution for first-person games. It looks very pixelated. Please provide hi-res textures.

Hey! Thank you for your purchase. I am already working on new splats and simulation techniques, and I will update the ones that look ugly. Just wait a little!

But usually, when a splat looks blurry, I use a step() function to clip its edges and give it fake crispness.