Material Expressions in Unreal Engine 4 661
SPHERICAL PARTICLE OPACITY
This expression provides a less expensive mechanism to create opacity masks that
would allow a particle to appear sph erical.
Example Usa ge: Use the output channel of a Particle Speed to drive the opacity
texture or the emissive co lor networks of a material. Connecting the result of
these networks to the Emissive or Opacity channels of a material node will create
particles that will fade as they slow down, or get more opaque and glow more as
their speeds in crease (see Figure 5.10).
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Inputs
Density: A value ranging between 0 and 1 that controls the density of the sphere
map. Default value is 1, which results in more opaque particles.
PARTICLE SUB UV
This expression can be used to ...