way to limit what dynamic materials are created on a metahuman head

When using a metahuman head it creates a dynamic material for every material on the head, we only want dynamic materials on the face material (for wrinkle maps) and do not want them on all of the tertiary materials. Is there a way to specify which materials will get converted to material instance dynamics?

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Hi Aaron,

At the moment this level of control is not available directly in MetaHuman Creator. It might be possible to modify one of the underlying assembly pipeline assets (such as a texture graph) however I would need to check with engineering as this isn’t yet structured to enable this level of customization in a supported way.

Can you remind me which version of Unreal Engine you are using, please?

Mark.

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We are n 5.6 and moving to 5.7

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We are trying to do optimization, and with a lot of characters on screen we have a pretty high MID overhead that we really don’t need.

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It seems like it makes MID for every material on the head, I suspect it’s because you don’t have a generalized systemic way which materials have the facial textures on them and parameters that are what metahuman wants to control (for example, the lacrimal material has no interface or reason to be controlled via metahuman)

We have implemented a system (not for metahuman but other things) using custom user data on the material to gather the proper materials we want to work with and ignore other materials.

A suggestion where you do the current behavior by default and a checkbox to use custom user data to only gather materials that have that data?

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Do you have the Enable Material Parameter Caching property set to true on your Skeletal Mesh Component? When this is enabled, it should only make MIDs for the materials that have parameters driven by anim curves. It also reduces the performance cost of setting the material parameters from the animation system.

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