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Sparkling material?

I’ve been trying create a material with sparkling effect, similar to snow. I’ve seen the effect in multiple games, I saw a thread on this regardingJourney a few weeks ago since they did have sparkling sand. Unfortunately (for me I guess), their method of spawning randomized little crystals is too complex for me.

A newer game (running on UE) is Rocket league. They also do this sparkling effect on their sand. They also have a pretty nice glittery car paint material.

I’ve tried using specular maps, bump maps, emissive maps etc.

My best attemp looks like this(still absolutely terrible) I’m using emissive map and spec map on this one. The trouble is, the sparkle always remains at the same places and in shadowsit gets very obvious.

An instance of the same material with a little different settings

Any tips regarding this are greatly appreciated.

I guess it’s easier said than done to get some kind of dynamic sparkling going on in your material.

One other thing I’m noticing is that a material might look sparkly inside the material editor on the preview sphere, however when I apply it to the scene, it doesn’t look nearly as glittery. I found a thread where someone actually used the example-sphere from the material editor in his scene and got the same results, however the sparkling will always look better in the editor in my case.

The Rocket leage example honestly looks like a grain post-process effect if you look carefully, it’s on the Car too.

Hm, interesting. I’ve been wondering if this could be done through PP.

Although in the screenshot I posted above, the car paint did not have the sparkly effect I was talking about.

Here’s a screenshot of a Rocket league with the metallic car paint.

You’ll want to make the sparkles change with the viewing angle, and you could also use frensel to add more sparkles at glancing angles.

I’m thinking of faking it with two or three sparkle maps and have them fade in and out and blend them together based on view angles.

Use a noise map that dips deep into dark pixels and plug it into the roughness of your material. Make sure the map is set to sharpen in mipmaps so it doesn’t blur out to a rougher setting as it mips down. Tile it so it is effectively sharp. This should give you the physically based sparkling you need.

Something to watch out for is temporal AA. The way it works to get rid of specular highlight artifacting is by averaging details across frames to make sure there are no anomalous bright spots. Since having small, sharp bright spots is your intention in this case, temporal AA could work against you. Check how your material looks with FXAA on to see if this might be your problem.

I have a stylized water material that needs to be very sparkly, but TAA dampens it considerably. I ended up making my sparkles as animated sprites that sit on the water, controlled by various things like fresnel and randomizer nodes, but I’m not sure how I’d go about creating it in a non-stylized way like is your case.

Good luck!

Any tips on doing that? And thanks for the fresnel tip.

Hm, I’m going to have to give that a try, thanks!

To do that, I’ll just have to switch the AA setting in my post process volume and make sure it’s the same in all of my volumes if I have more than one? Thanks.

Edit: Changing the AA seems to have worked, the temporal aa was taking out some details, although I still can’t seem to match the blooming going on in the material editor.

Try playing around with your post process Bloom settings. Lowering the threshold and upping the intensity should get you closer, or alternatively just increase the brightness of your sparkles? I’m not sure what post process settings or lighting settings the material editor preview uses, but it’s probably quite different from your scene lighting and post process settings, so you can’t rely on it for accuracy in every case.

What about trying a normal map, or actually it would be a mix of 2 normal maps. Your base normal map, and then a spherical normal map. make a tiling mask of sparkles, and use that as the alpha for a lerp between your 2 normal maps. So the spherical normal map only shows up where your sparkles are in the alpha.

My thinking is that the spherical normal map should catch the lighting in your scene as you move around the map, it wouldnt be an artifical sparkle like an emissive map would, and it wouldnt be a post process grainy type sparkle.

I’m 99% sure they did something like this to get sparkles in the ice in the Happy Feet movies

Ah…that makes a lot of sense! It’s pretty cool that we can do this kind of stuff in realtime now, I remember having to wait ages to see my renders finish to see if a shader was working back when I started out :smiley:

I tried to make snow like this

http://data.whicdn.com/images/5434966/large.jpg

and its not so easy to do it. I’m not finished for now, but here is few tips from my side.

you can find something similar on ice meshes in Effects (Cave) example project.
1b2034fc1a0e099d59f71e8a600f8fc99f64a343.jpeg

it’s just a very rough detail normal map on them, which breaks reflections to sparkles.
but I think it also needs roughness variation on that surface, to make regular snow rough, and sparkle points gloss.

  • you need to adjust your scene post process bloom threshold and lens flares values to make sparkles bright.
    and do not make your snow very white! because white sparkles, white snow, you know… )))

So try to start from there.

P.S. Physically, bright spots is snowflakes, which reflects light to camera, and oriented accordingly.
so I tried to make material with such behavior, but this effect looks good only from small distance from camera if spots are small, and to use it with, for example, third-person camera, spots must be bigger.

This might be overkill, but here’s a siggraph presentation about a nice solution to this problem, including the shader source.

http://advances.realtimerendering.com/s2015/

(Scroll down until you find “Sparkly but not too Sparkly! A Stable and Robust Procedural Sparkle Effect”)

Here is my method for sparkling sand: I used a noise map to lerp the roughness between 0.1 and 0.6. The noise texture Mip setting is set to Sharpen10, LOD Bias -1, and it’s set to uncompressed Linear Grayscale. Even though I used a 256x256 texture, you can easily get away with a 128x128 texture and achieve the same result. There is a bumpy normal tiling over the surface of the sand as well (a normal map is recommended to disperse the specularity across the surface). You get that “sparkling” layer that appears at glancing angles simply because of the way the engine renders sharper surfaces. It’s physically correct, so it works well in both lit and shadowed areas without breaking any lighting, respects the reflection environment and bounce lighting, and it even looks good and sharp with Temporal Anti Aliasing. The only downside is when you realize experimenting further on this subject is a waste of time. I tried emissive reflections masked by noise textures, I tried using light vectors, but the simple truth is that any method that does not respect UE4’s physically based rendering will always suffer in either lit or shadowed conditions because the sparkles would be too dark in lit areas or too bright in shadow to look appropriate.

If I could make this method any better, I would probably increase the contrast on the noise map a tad bit so you have more of a clear distinction between the sparkling and not-sparkling areas. For the snow screenshot below, I used a simple black-and-white pattern, but you can vary it a bit for a more realistic result. I would also change the tiling of the surface based on the screen resolution. Sparkling requires a high screen resolution and no blurry mipmaps, so to make sure the sharpness of the sparkling effect doesn’t diminish at lower resolutions (or look blurry for 4K users) it may need to tile less for low-res users and more for high-res users to avoid a lower mipmap up close. And it may be smart to fade out the sparkling over the distance to a specific roughness, because otherwise you’re at the mercy of whatever the lower mipmap value says it should be. But other than that, this method works great for sparkling sand and snow.

4a97823f83de52751f9bab1c4e9e543d28fb46a4.jpeg

e8beccf877d68a42c4c2d15f5c420baeb0a56ee8.jpeg

Wow, thanks guys. I’ll be going over the solutions discussed here over the next few days. I appreciate every single comment.

Hey guys trying to implement sparking sand (inspired by Journey in the main).

Here’s what I’ve got so far.

2a9e39a3d34a319252a0cc1f56adc3f1a30f26a9.jpeg

Any suggestions on bumping up the reflective factor? While the look is about right, I want the sparkles to be more intense. I’m using a noise normal map, and a roughness map, and I even plugged the thing into the specular input for what good it’ll do.

It was quite trivial to fake this effect with old workflow, but I’ve ran into problems making sparkling thing work for PBR. So I’ve decided to somewhat mimic what happens in real world. I’ve passed sun direction vector via MPC, and calculated the normal, that would be required to reflect the light right into the camera. Now, what remains, is to lerp between this normal and original normals, based on a speckle map. Speckle map is a small texture with pixel sized dots. Mip-map level is manually selected, to keep this texture sharp enough and fade the sparkles in the distance. To make sure, that speckles change their positions, when camera moves, i multiply the speckle map by a sharp noise map. Noise map UVs are added with 3 components of camera position. Multiplication of speckle map and noise map controls the lerp between original normal, and the normal, that reflects the light into the camera. When camera moves, there is an illusion of sparkles. Obviously, you need to dot vertex normal vs light direction, so you are not getting speckles on unlit parts.

This is by far, not the cheapest solution, and works only with one directional light, but for me it was the only way to get decent sparkling outdoor snow and sand. I think if more time is invested, it is possible to replace speckle and noise maps with math. As an improvement, I think speckle map can be used wtih screen-space UVs. That way the speckles will stay sharper. Probably it is even possible to give them sparkles some shape and color.
Hope that helps.

nice

Interesting. Thanks. That looks quite good and better than anything I’ve made so far.

Could you explain this part a little better?

Here is the graph code for you.


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   Begin Object Name="MaterialExpressionScalarParameter_207"
      DefaultValue=12.000000
      ParameterName="02_SubsurfaceInensity"
      ExpressionGUID=0B236DE447A475AC69194AB7146A559E
      Group="03_Subsurface"
      MaterialExpressionEditorX=1040
      MaterialExpressionEditorY=32
      MaterialExpressionGuid=947E623341C50B929DD3398AB47CB5F4
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpression=MaterialExpressionScalarParameter'MaterialExpressionScalarParameter_207'
   Pins(0)=EdGraphPin'EdGraphPin_28357'
   NodePosX=1040
   NodePosY=32
   bCanRenameNode=True
   NodeGuid=D79FBE1C4E05F0B9A84F41A898C8C040
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_212"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28358"
   End Object
   Begin Object Class=MaterialExpressionScalarParameter Name="MaterialExpressionScalarParameter_208"
   End Object
   Begin Object Name="EdGraphPin_28358"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_213.EdGraphPin_28360'
   End Object
   Begin Object Name="MaterialExpressionScalarParameter_208"
      DefaultValue=0.020000
      SliderMax=1.000000
      ParameterName="10_SpeckleNoiseThresholdLow"
      ExpressionGUID=2F7B981F4E18D237AA55ACB1806ED5D4
      Group="02_Parameters"
      MaterialExpressionEditorX=560
      MaterialExpressionEditorY=1760
      MaterialExpressionGuid=CDA77A4E4FC785463BDBB0ACF358FE27
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpression=MaterialExpressionScalarParameter'MaterialExpressionScalarParameter_208'
   Pins(0)=EdGraphPin'EdGraphPin_28358'
   NodePosX=560
   NodePosY=1760
   bCanRenameNode=True
   NodeGuid=461BB23F4F553E04E224458CAA3EFEFA
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_213"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28362"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28361"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28360"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28359"
   End Object
   Begin Object Class=MaterialExpressionLinearInterpolate Name="MaterialExpressionLinearInterpolate_96"
   End Object
   Begin Object Name="EdGraphPin_28362"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_189.EdGraphPin_28305'
   End Object
   Begin Object Name="EdGraphPin_28361"
      PinName="Alpha"
      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_216.EdGraphPin_28370'
   End Object
   Begin Object Name="EdGraphPin_28360"
      PinName="B"
      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_212.EdGraphPin_28358'
   End Object
   Begin Object Name="EdGraphPin_28359"
      PinName="A"
      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_190.EdGraphPin_28310'
   End Object
   Begin Object Name="MaterialExpressionLinearInterpolate_96"
      A=(Expression=MaterialExpressionScalarParameter'MaterialGraphNode_190.MaterialExpressionScalarParameter_201')
      B=(Expression=MaterialExpressionScalarParameter'MaterialGraphNode_212.MaterialExpressionScalarParameter_208')
      Alpha=(Expression=MaterialExpressionClamp'MaterialGraphNode_216.MaterialExpressionClamp_12')
      MaterialExpressionEditorX=1088
      MaterialExpressionEditorY=1728
      MaterialExpressionGuid=3A7113CB48EDA47A59A3E38B1E289B7B
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpression=MaterialExpressionLinearInterpolate'MaterialExpressionLinearInterpolate_96'
   Pins(0)=EdGraphPin'EdGraphPin_28359'
   Pins(1)=EdGraphPin'EdGraphPin_28360'
   Pins(2)=EdGraphPin'EdGraphPin_28361'
   Pins(3)=EdGraphPin'EdGraphPin_28362'
   NodePosX=1088
   NodePosY=1728
   NodeGuid=3273255F45E0CE294C3C8E841672FF06
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_214"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28365"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28364"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28363"
   End Object
   Begin Object Class=MaterialExpressionDotProduct Name="MaterialExpressionDotProduct_25"
   End Object
   Begin Object Name="EdGraphPin_28365"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_216.EdGraphPin_28367'
   End Object
   Begin Object Name="EdGraphPin_28364"
      PinName="B"
      PinType=(PinCategory="required")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_158.EdGraphPin_28219'
   End Object
   Begin Object Name="EdGraphPin_28363"
      PinName="A"
      PinType=(PinCategory="required")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_215.EdGraphPin_28366'
   End Object
   Begin Object Name="MaterialExpressionDotProduct_25"
      A=(Expression=MaterialExpressionCameraVectorWS'MaterialGraphNode_215.MaterialExpressionCameraVectorWS_24')
      B=(Expression=MaterialExpressionMultiply'MaterialGraphNode_158.MaterialExpressionMultiply_116')
      MaterialExpressionEditorX=736
      MaterialExpressionEditorY=1856
      MaterialExpressionGuid=794D3C55455CE4E1AA54E4AA10B18B78
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpression=MaterialExpressionDotProduct'MaterialExpressionDotProduct_25'
   Pins(0)=EdGraphPin'EdGraphPin_28363'
   Pins(1)=EdGraphPin'EdGraphPin_28364'
   Pins(2)=EdGraphPin'EdGraphPin_28365'
   NodePosX=736
   NodePosY=1856
   NodeGuid=0C9333DC43C6FDCE7DD2E9B881E87D24
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_215"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28366"
   End Object
   Begin Object Class=MaterialExpressionCameraVectorWS Name="MaterialExpressionCameraVectorWS_24"
   End Object
   Begin Object Name="EdGraphPin_28366"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_214.EdGraphPin_28363'
   End Object
   Begin Object Name="MaterialExpressionCameraVectorWS_24"
      MaterialExpressionEditorX=544
      MaterialExpressionEditorY=1856
      MaterialExpressionGuid=51343ACD49504921552FC8BC805CBFD3
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpression=MaterialExpressionCameraVectorWS'MaterialExpressionCameraVectorWS_24'
   Pins(0)=EdGraphPin'EdGraphPin_28366'
   NodePosX=544
   NodePosY=1856
   NodeGuid=5453B3A5410BBB8D6B880A82041540A4
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_216"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28367"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28370"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28369"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28368"
   End Object
   Begin Object Class=MaterialExpressionClamp Name="MaterialExpressionClamp_12"
   End Object
   Begin Object Name="EdGraphPin_28367"
      PinName="Input"
      PinFriendlyName=" "
      PinType=(PinCategory="required")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_214.EdGraphPin_28365'
   End Object
   Begin Object Name="EdGraphPin_28370"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_213.EdGraphPin_28361'
   End Object
   Begin Object Name="EdGraphPin_28369"
      PinName="Max"
      PinType=(PinCategory="optional")
   End Object
   Begin Object Name="EdGraphPin_28368"
      PinName="Min"
      PinType=(PinCategory="optional")
   End Object
   Begin Object Name="MaterialExpressionClamp_12"
      Input=(Expression=MaterialExpressionDotProduct'MaterialGraphNode_214.MaterialExpressionDotProduct_25')
      MaterialExpressionEditorX=864
      MaterialExpressionEditorY=1840
      MaterialExpressionGuid=FE618BA5494CFE8E3760F78C4808F700
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpression=MaterialExpressionClamp'MaterialExpressionClamp_12'
   Pins(0)=EdGraphPin'EdGraphPin_28367'
   Pins(1)=EdGraphPin'EdGraphPin_28368'
   Pins(2)=EdGraphPin'EdGraphPin_28369'
   Pins(3)=EdGraphPin'EdGraphPin_28370'
   NodePosX=864
   NodePosY=1840
   NodeGuid=19C35845414D9B36DDA3AFA3C4B45C09
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_217"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28371"
   End Object
   Begin Object Class=MaterialExpressionWorldPosition Name="MaterialExpressionWorldPosition_12"
   End Object
   Begin Object Name="EdGraphPin_28371"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_218.EdGraphPin_28372'
   End Object
   Begin Object Name="MaterialExpressionWorldPosition_12"
      MaterialExpressionEditorX=-2880
      MaterialExpressionEditorY=608
      MaterialExpressionGuid=380E0EB3438310573508B8B19BFDFEC6
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpression=MaterialExpressionWorldPosition'MaterialExpressionWorldPosition_12'
   Pins(0)=EdGraphPin'EdGraphPin_28371'
   NodePosX=-2880
   NodePosY=608
   NodeGuid=BD1EE0D74975872A05CDE2B13D13FDB8
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_218"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28373"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28372"
   End Object
   Begin Object Class=MaterialExpressionAbs Name="MaterialExpressionAbs_12"
   End Object
   Begin Object Name="EdGraphPin_28373"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_219.EdGraphPin_28374'
   End Object
   Begin Object Name="EdGraphPin_28372"
      PinName="Input"
      PinFriendlyName=" "
      PinType=(PinCategory="required")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_217.EdGraphPin_28371'
   End Object
   Begin Object Name="MaterialExpressionAbs_12"
      Input=(Expression=MaterialExpressionWorldPosition'MaterialGraphNode_217.MaterialExpressionWorldPosition_12')
      MaterialExpressionEditorX=-2544
      MaterialExpressionEditorY=608
      MaterialExpressionGuid=2CC024E44730A1397C1984879CCF59CC
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpression=MaterialExpressionAbs'MaterialExpressionAbs_12'
   Pins(0)=EdGraphPin'EdGraphPin_28372'
   Pins(1)=EdGraphPin'EdGraphPin_28373'
   NodePosX=-2544
   NodePosY=608
   NodeGuid=212132A942132D7B5F83DBB4307F090F
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_219"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28376"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28375"
   End Object
   Begin Object Class=EdGraphPin Name="EdGraphPin_28374"
   End Object
   Begin Object Class=MaterialExpressionDivide Name="MaterialExpressionDivide_12"
   End Object
   Begin Object Name="EdGraphPin_28376"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_200.EdGraphPin_28336'
   End Object
   Begin Object Name="EdGraphPin_28375"
      PinName="B"
      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_220.EdGraphPin_28377'
   End Object
   Begin Object Name="EdGraphPin_28374"
      PinName="A"
      PinType=(PinCategory="optional")
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_218.EdGraphPin_28373'
   End Object
   Begin Object Name="MaterialExpressionDivide_12"
      A=(Expression=MaterialExpressionAbs'MaterialGraphNode_218.MaterialExpressionAbs_12')
      B=(Expression=MaterialExpressionScalarParameter'MaterialGraphNode_220.MaterialExpressionScalarParameter_209')
      ConstB=12.000000
      MaterialExpressionEditorX=-2416
      MaterialExpressionEditorY=608
      MaterialExpressionGuid=1F93060B41F5C500CF40AAB559131210
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpression=MaterialExpressionDivide'MaterialExpressionDivide_12'
   Pins(0)=EdGraphPin'EdGraphPin_28374'
   Pins(1)=EdGraphPin'EdGraphPin_28375'
   Pins(2)=EdGraphPin'EdGraphPin_28376'
   NodePosX=-2416
   NodePosY=608
   NodeGuid=7D0EBAA0462FF01A82669EBAB2B9A7BB
End Object
Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_220"
   Begin Object Class=EdGraphPin Name="EdGraphPin_28377"
   End Object
   Begin Object Class=MaterialExpressionScalarParameter Name="MaterialExpressionScalarParameter_209"
   End Object
   Begin Object Name="EdGraphPin_28377"
      PinName="Output"
      PinFriendlyName=" "
      Direction=EGPD_Output
      LinkedTo(0)=EdGraphPin'MaterialGraphNode_219.EdGraphPin_28375'
   End Object
   Begin Object Name="MaterialExpressionScalarParameter_209"
      DefaultValue=0.070000
      SliderMax=1.000000
      ParameterName="12_SpeckleDispersionTiling"
      ExpressionGUID=59DB0CCA42330097C451098991A9FC8A
      Group="02_Parameters"
      MaterialExpressionEditorX=-2832
      MaterialExpressionEditorY=672
      MaterialExpressionGuid=CDA77A4E4FC785463BDBB0ACF358FE27
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpression=MaterialExpressionScalarParameter'MaterialExpressionScalarParameter_209'
   Pins(0)=EdGraphPin'EdGraphPin_28377'
   NodePosX=-2832
   NodePosY=672
   bCanRenameNode=True
   NodeGuid=FBDCA3AA4670771C98717FA9CB67500F
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_29"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_170"
   End Object
   Begin Object Name="MaterialExpressionComment_170"
      SizeX=1224
      SizeY=377
      Text="Calculate a vector, that reflects the light into the camera, and transform it to tangent space "
      CommentColor=(R=0.127359,G=0.662599,B=1.000000,A=1.000000)
      MaterialExpressionEditorX=-2848
      MaterialExpressionEditorY=-400
      MaterialExpressionGuid=354D2E204BD6F6BF24799EBDFFD607CC
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_170'
   CommentColor=(R=0.127359,G=0.662599,B=1.000000,A=1.000000)
   NodePosX=-2848
   NodePosY=-400
   NodeWidth=1224
   NodeHeight=377
   NodeComment="Calculate a vector, that reflects the light into the camera, and transform it to tangent space "
   NodeGuid=ED3F94A34DEC6D272ACB3DA28048E45F
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_30"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_171"
   End Object
   Begin Object Name="MaterialExpressionComment_171"
      SizeX=688
      SizeY=592
      Text="Main textures"
      CommentColor=(R=1.000000,G=0.797740,B=0.589102,A=1.000000)
      MaterialExpressionEditorX=-1536
      MaterialExpressionEditorY=-1056
      MaterialExpressionGuid=CEB0F95947092F5A471E69A7701B25E3
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_171'
   CommentColor=(R=1.000000,G=0.797740,B=0.589102,A=1.000000)
   NodePosX=-1536
   NodePosY=-1056
   NodeWidth=688
   NodeHeight=592
   NodeComment="Main textures"
   NodeGuid=533DCEB04DAD40117048F1B9363FDB76
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_31"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_172"
   End Object
   Begin Object Name="MaterialExpressionComment_172"
      SizeX=1210
      SizeY=396
      Text="Makes some chaotic motion from camera orientation"
      CommentColor=(R=0.729431,G=1.000000,B=0.219097,A=1.000000)
      MaterialExpressionEditorX=-3296
      MaterialExpressionEditorY=1888
      MaterialExpressionGuid=6D2766784E1D6A78479AD79AE98603DD
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_172'
   CommentColor=(R=0.729431,G=1.000000,B=0.219097,A=1.000000)
   NodePosX=-3296
   NodePosY=1888
   NodeWidth=1210
   NodeHeight=396
   NodeComment="Makes some chaotic motion from camera orientation"
   NodeGuid=F07509D94A1D18E6FE3240B2D74BFB24
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_32"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_173"
   End Object
   Begin Object Name="MaterialExpressionComment_173"
      SizeX=368
      SizeY=279
      Text="Speckle map UVs"
      CommentColor=(R=1.000000,G=0.882259,B=0.000000,A=1.000000)
      MaterialExpressionEditorX=-2928
      MaterialExpressionEditorY=1088
      MaterialExpressionGuid=43D5C172459194CCFB96D4A8DB688F66
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_173'
   CommentColor=(R=1.000000,G=0.882259,B=0.000000,A=1.000000)
   NodePosX=-2928
   NodePosY=1088
   NodeWidth=368
   NodeHeight=279
   NodeComment="Speckle map UVs"
   NodeGuid=D9303637411BA11959CC3684FD18AEFD
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_33"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_174"
   End Object
   Begin Object Name="MaterialExpressionComment_174"
      SizeX=656
      SizeY=512
      Text="Mixes chaotic motion with regular UVs separately for two speckle map samplers"
      CommentColor=(R=0.361517,G=1.000000,B=0.641491,A=1.000000)
      MaterialExpressionEditorX=-1632
      MaterialExpressionEditorY=1728
      MaterialExpressionGuid=63000C144BD628B124DBFC8696FE223D
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_174'
   CommentColor=(R=0.361517,G=1.000000,B=0.641491,A=1.000000)
   NodePosX=-1632
   NodePosY=1728
   NodeWidth=656
   NodeHeight=512
   NodeComment="Mixes chaotic motion with regular UVs separately for two speckle map samplers"
   NodeGuid=3A5E5DA44DFE7AA913A5EBB56DAE667E
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_34"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_175"
   End Object
   Begin Object Name="MaterialExpressionComment_175"
      SizeX=976
      SizeY=816
      Text="Sample speckle map Once with stationary regular UVs, and twice with view-dependent offset"
      CommentColor=(R=0.790382,G=0.421054,B=1.000000,A=1.000000)
      MaterialExpressionEditorX=-674
      MaterialExpressionEditorY=1150
      MaterialExpressionGuid=20BD290F419666E861DFB68BE0B3B132
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_175'
   CommentColor=(R=0.790382,G=0.421054,B=1.000000,A=1.000000)
   NodePosX=-674
   NodePosY=1150
   NodeWidth=976
   NodeHeight=816
   NodeComment="Sample speckle map Once with stationary regular UVs, and twice with view-dependent offset"
   NodeGuid=4C51C639467DD8816DDC0BB222DFCCFD
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_35"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_176"
   End Object
   Begin Object Name="MaterialExpressionComment_176"
      SizeX=736
      SizeY=304
      Text="Creates a somewhat randomish colors for fake dispersion"
      CommentColor=(R=1.000000,G=0.382050,B=0.272174,A=1.000000)
      MaterialExpressionEditorX=-2915
      MaterialExpressionEditorY=544
      MaterialExpressionGuid=546082FB459F3C51CBADD5A9FE43D235
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_176'
   CommentColor=(R=1.000000,G=0.382050,B=0.272174,A=1.000000)
   NodePosX=-2915
   NodePosY=544
   NodeWidth=736
   NodeHeight=304
   NodeComment="Creates a somewhat randomish colors for fake dispersion"
   NodeGuid=8D7747384E2DC149DB4944B6F9C99FD1
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_36"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_177"
   End Object
   Begin Object Name="MaterialExpressionComment_177"
      SizeX=256
      SizeY=640
      Text="!!! REPLACE THIS NODE WITH MATERIAL PARAMETERs COLLECTION, WITH A LIGHT VECTOR !!"
      CommentColor=(R=1.000000,G=0.000000,B=0.000000,A=1.000000)
      MaterialExpressionEditorX=-3264
      MaterialExpressionEditorY=-576
      MaterialExpressionGuid=7DA66DD244635F8EF70D2EBD066285A0
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_177'
   CommentColor=(R=1.000000,G=0.000000,B=0.000000,A=1.000000)
   NodePosX=-3264
   NodePosY=-576
   NodeWidth=256
   NodeHeight=640
   NodeComment="!!! REPLACE THIS NODE WITH MATERIAL PARAMETERs COLLECTION, WITH A LIGHT VECTOR !!"
   NodeGuid=3CE765874C1E1BC3B4638FB05B356354
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_37"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_178"
   End Object
   Begin Object Name="MaterialExpressionComment_178"
      SizeX=506
      SizeY=217
      Text="Fake Dispersion intensity adjustment"
      MaterialExpressionEditorX=-560
      MaterialExpressionEditorY=-1472
      MaterialExpressionGuid=EB00806544E93DC4D75F2AAD64920E1A
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_178'
   NodePosX=-560
   NodePosY=-1472
   NodeWidth=506
   NodeHeight=217
   NodeComment="Fake Dispersion intensity adjustment"
   NodeGuid=619CA8C74EE03F782412B8A380E4C52A
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_38"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_179"
   End Object
   Begin Object Name="MaterialExpressionComment_179"
      SizeX=731
      SizeY=428
      Text="Masks off areas, that are not affected by directional light"
      CommentColor=(R=0.285319,G=0.443858,B=0.505000,A=1.000000)
      MaterialExpressionEditorX=-530
      MaterialExpressionEditorY=302
      MaterialExpressionGuid=4B973F06457E92DE70B1C6A3DFB53354
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_179'
   CommentColor=(R=0.285319,G=0.443858,B=0.505000,A=1.000000)
   NodePosX=-530
   NodePosY=302
   NodeWidth=731
   NodeHeight=428
   NodeComment="Masks off areas, that are not affected by directional light"
   NodeGuid=0D12DC784CC235A7172AF79F488A16E7
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_39"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_180"
   End Object
   Begin Object Name="MaterialExpressionComment_180"
      SizeX=992
      SizeY=496
      Text="Adjusts speckles density, considering view vs light direction"
      CommentColor=(R=0.054146,G=0.819756,B=1.000000,A=1.000000)
      MaterialExpressionEditorX=448
      MaterialExpressionEditorY=1568
      MaterialExpressionGuid=A09452E44AD01BD3FCA2D9ACE0BEE8D4
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
   End Object
   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_180'
   CommentColor=(R=0.054146,G=0.819756,B=1.000000,A=1.000000)
   NodePosX=448
   NodePosY=1568
   NodeWidth=992
   NodeHeight=496
   NodeComment="Adjusts speckles density, considering view vs light direction"
   NodeGuid=6976C3E34C8553A12F4ECC8F9CD31312
End Object
Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_40"
   Begin Object Class=MaterialExpressionComment Name="MaterialExpressionComment_181"
   End Object
   Begin Object Name="MaterialExpressionComment_181"
      SizeX=352
      SizeY=720
      Text="Metalness/Roughness/Specular parameters"
      CommentColor=(R=1.000000,G=0.493103,B=0.573043,A=1.000000)
      MaterialExpressionEditorX=-482
      MaterialExpressionEditorY=-1017
      MaterialExpressionGuid=2B890EE14269231DD4640298FE135557
      Material=PreviewMaterial'/Engine/Transient.PreviewMaterial_1'
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   MaterialExpressionComment=MaterialExpressionComment'MaterialExpressionComment_181'
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Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_41"
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Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_42"
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   Begin Object Name="MaterialExpressionComment_183"
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Begin Object Class=MaterialGraphNode_Comment Name="MaterialGraphNode_Comment_43"
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   Begin Object Name="MaterialExpressionComment_184"
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      Text="Subsurface. Link those to material output"
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