Indoor/Outdoor material transition.

Step 0.

Generally, when you are outside, you do not need to draw the inside with the best quality. The same is true for the opposite case.

LOD is good for performance, but in some cases, the distance may be ambiguous and too much quality is lost.
So In this article, we will test indoor/outdoor material optimization with Unreal Engine 4.

Step 1.

We will use 'Material Parameter Collection'. You can see a related post :
https://gameenginebread.blogspot.com/2017/06/night-visiontoggle-in-real-time.html

Create new 'material parameter collection'. Add a parameter named 'Indoor'.

Create new trigger box type blueprint. Change 'Indoor' according to the player overlapping status.

Step 2.

It works differently depending on the state of 'MaterialParameterColletion'.

Step 3.

This is the result screen.






More...

It may take more effort to make material.

So consider these things before use this idea.
- Consider the frequency of indoor/outdoor change.
- Make it as a switch. It is easier to use and reduces mistakes.
- Consider art style of your game. You can save quality and performance both just like AC:Syndicate.

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