

Due to the run-time expense of these functions, it is recommended that once a look is developed with them, all or part of the computation be baked into a Texture using the Draw Material to Render Target Blueprint feature introduced in Unreal Engine 4.13 and later. The Vector Noise Material expression adds several more 3D or 4D vector noise results to use in your Materials. In the example above, the preview sphere would seem to scale up and down with sinusoidal motion, as each of the vertices moved in their own normal directions.

The CameraVector expression outputs a three-channel vector value representing the direction of the camera with respect to the surface, in other words, the direction from the pixel to the camera.Įxample Usage: CameraVector is often used to fake environment maps by connecting the CameraVector to a ComponentMask and use the x and y channels of the CameraVector as texture coordinates. The preview sphere changes color as the camera rotates. The CameraWorldPosition expression outputs a three-channel vector value representing the camera's position in world space. Note that the result of the ActorPositionWS node is being divided by 1600 to create a nice blend-in color, rather than a pop. As a result, each of the spheres with the material applied to them show a different color as they are moved to different locations in 3D space. In this example, you can see that ActorPositionWS is being fed directly into the Base Color of the material. There are many others thatĮnable you to control spacial local style material effects that you can look the examples below learn more about.ĪctorPositionWS outputs Vector3 (RGB) data representing the location of the object with this material on it in world-space. Things like getting an object's position in world space so that the Material can react or transitioning colors on a character when they enter a specific area. These can be used for a myriad of different effects for creating your Materials for In this page, you'll find the available Vector Expressions that output vector values mapped to RGBA.
