FMP_Part 7:Blueprints & Materials in UE

In the lab level, there are many small objects that constantly changing, such as alarm lights, mechanical arms, fog, and so on. Next, I will introduce some objects that I used in the scene which were realized through blueprints or materials.

Alarm light

I used a very simple method to create the alarm light. By combining the “time” and “sine” nodes, the black and white mask exhibited periodic movement, and it was linked to the lighting channel to control the light to perform a periodic circular motion, thus creating the effect of the alarm light.

Bloodstain

Blood Decal Material

There are two types of bloodstains in the scene. One is the static bloodstain, and the other is the dynamic bloodstain that is sprayed. The former was achieved in the form of decal, while the latter was realized through the Niagara system. In the following VFX section, I will provide a unified introduction to all the Niagara particle systems in the scene.
In the static bloodstains, apart from the bloodstains achieved by the decal material, I also used another type of randomly generated bloodstains driven by the blueprint. The basic principle of this is to identify the distance of the projection surface and then randomly create material instances. By adjusting the rotation angle and scaling of the material, a random effect is achieved.

Blood Blueprint Node View
Blueprint Blood in world view

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