Crowd Materials
Last updated
Was this helpful?
Last updated
Was this helpful?
MML avatars use the GLB format for their meshes. GLB materials use a physically based rendering setup, and are translated into one of three Unreal materials that are used in Crowd Rendering based on how they are configured:
Opaque - for basic opaque materials
Masked - for alpha-masked materials that are rendering in the opaque pass, but mask out pixels
Translucent - for any non-opaque material
These three materials are the only ones used by Crowd Rendering, but with different parameters (textures, base colour, roughness etc).
The materials are exposed in the settings in Project Settings → M2 Carnival, so you can replace them with your own materials if required:
Changes to these settings are stored in DefaultGame.ini
. At the moment it's not possible to pass in any custom per-character data to the material - all material parameters come from the GLB model file.
Known issue: If you specify your own materials they may not be automatically cooked, so may not work in a packaged deployment. As a workaround you can add a reference to your materials on any object anywhere in your map to ensure they are referenced and cooked.