Slicing Material Effect in Unreal Editor
This tutorial uses the local spatial value of a material rather than its absolute world position to determine where to slice.
You will create a slice effect by first setting up an emissive node graph to make a solid material, then using the mesh local space and a material function to determine where the slice will happen on the mesh.
Creating the Emissive Node Graph
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Select the material root node and check the Two Sided option in the Details panel.
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Open the Blend Mode dropdown menu and select Masked.
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Add the following nodes to your copied material by right-clicking in the node graph and searching for the specified name:
- 3 X Constant node
- 2 X Constant 3Vector Expression node
- 2 X Clamp node
- Append3Vector node
- WorldPosition node
- Subtract node
- Dot Product node
- Multiply node
- Linear Interpolate node
- TwoSidedSign node
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Double-click the first Constant3Vector node and add an exterior color to the material.
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Drag off the white pin from the first Constant3Vector node and plug into the Base Color input on the material root node.
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Drag off the pin of the first Constant node and plug into the Roughness input on the material root node and change the value to 0.75.
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