Material is appearing completely different on static mesh

I’m banging my head against a wall trying to make sense of this. These are the same static meshes and are using the same material. Not a material instance. I’ve looked through all the parameters in the details panel and can’t find any differences.

The one on the right appears to be masked somehow. My question is how do I get the one on the left to look the same? or at least copy the visuals from the one on the right into a blueprint?

1 Like

Would that happen to be ‘river tool’?

I think you’ll find that the way the material looks, depends on the angle ( I mean Z rotation ) of the mesh in the level.

It looks fine when you drag it in, but if you rotate the mesh around the vertical axis, it all goes to pot?

it actually looks like the mesh on the left when i drag it in from the content browser. i believe it was part of a free waterfall asset pack off the old marketplace. if i remember correctly the one on the right was in a demo level and i somehow copied that into the level i was making.

ive tried rotating it and nothing changes. i can try rotating the axis in modeling mode but i dont think that will change anything

1 Like

Ah, different pack.

Which mesh and material are you using ( from the pack you showed )?

even in the demo it does the same thing when i drag in the rapids from the content browser

SM_Rapids

M_Rapids

if i move those rocks around the foam stays where it is, so im assuming its not something to do with collision. its hard coded somehow, i don’t know much about materials…

1 Like

I installed and took a look, indeed it won’t work when the mesh is dragged in.

I have no idea why. It’s not the mesh or the material :slight_smile:

If you want to use the mesh, you can copy and paste it from this map into your final map, that works.

– 5 mins later

As it says in original map, it’s vertex painted

You get to choose where to paint the calm and the rapids. Shift green is calm, green is rapid

vertex

You have to vertex paint a mesh ‘in situ’, you can’t drag it from the content browser pre-prepared.

Vertex paint mode is SHIFT4 :slight_smile:

1 Like

omg thank you, i did see the vertex color thing, but i found the corresponding variables in the material editor for vertex height…

like i said im terrible with materials, thank you thank you thank you. I have been duplicating a rapid from the demo in my world but now im trying to make a blueprint out of it to interact with the water and it seems it only loads the painted version when i make a ..blueprint child component? which im sure will cause issues down the road not having it like every other blueprint in my project.

So I guess my solution is to load the default SM_Rapids into a normal blueprint and then paint it to look similar? I’ve never even heard of this vertex painting, will give it a try!

Thanks again for the help @ClockworkOcean I spent a lot of time trying everything I could think of..

One addition question since you looked at these exact meshes and materials. They glow quite a bit at night and I was reading that the Emissive input on the material chart deals with that, but when I unplug the ‘foam’ from that emissive input all the foam disappears. Is there a way to keep the foam but not make it glow at night? Maybe plug it into to another input?

1 Like

and how do i mark a reply as answered incase someone has this same issue, might be helpful, i couldn’t find answers on google or forums for this specific issue

I don’t know if you can paint a mesh inside a blueprint, never tried :slight_smile:

You might need to just have a mesh reference in the BP, and assign that to the painted mesh, sitting in the level.

To mark it answered, I think it’s just one of the icons on the bottom right of the particular reply you think is most relevant.

:+1: