> For the complete documentation index, see [llms.txt](https://hiveminddocs.gitbook.io/hivemind/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hiveminddocs.gitbook.io/hivemind/vfx/realistic-blood-vfx/documentation.md).

# Documentation

**Blood Pack Documentation Guide**<br>

## <mark style="color:blue;">Materials</mark> <a href="#k9ojxcfhz9ik" id="k9ojxcfhz9ik"></a>

### Master Materials <a href="#ppoc1d7pim3r" id="ppoc1d7pim3r"></a>

<table data-view="cards"><thead><tr><th data-type="files"></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><strong>M_LiquidBase</strong> <br>Master material for particle-based effects</td><td><a href="/files/4xrKQTdHXFST8KkbNQ9d">/files/4xrKQTdHXFST8KkbNQ9d</a></td></tr><tr><td></td><td><strong>M_LiquidDecal_Dynamic</strong>  Deferred decal but with dissolving animation functionality.</td><td><a href="/files/zstohbyaLqJcFRnMMRNm">/files/zstohbyaLqJcFRnMMRNm</a></td></tr><tr><td></td><td><strong>M_LiquidDecalBase</strong> <br>Basic deferred decal-based material</td><td><a href="/files/ihnXNpGB8YvKuyDDhfva">/files/ihnXNpGB8YvKuyDDhfva</a></td></tr></tbody></table>

### Texture Samplers <a href="#id-2fm5az4uua5w" id="id-2fm5az4uua5w"></a>

<figure><img src="/files/ezJsrs8B2NGdY4VDl3pg" alt=""><figcaption></figcaption></figure>

The material requires 3 main maps in order to mimic a liquid-like shine

**Alpha Mask Map** - This is the primary source of the color modifiers, dissolve, and opacity.

**Normal Map and ReflectionTexture** - By sampling these two textures you mimic a fake specular behavior.

### Modifiers  <a href="#id-7bi33pm0m2yr" id="id-7bi33pm0m2yr"></a>

<figure><img src="/files/fKrGfbvrmUaZJoGEjDZO" alt=""><figcaption></figcaption></figure>

**NormalStrength** - Normal map intensity control\
**Power** - Alpha Mask exponent control used for lerping two colors\
**Softness** - Edge Softness

**SpecularPower** - Fake specular exponent control\
**SpecularValue** - Fake specular intensity multiplier

![Power: 0.7
Softness: 0.2Projection using material formula and not using a decal component
SpecularPower: 0.6
SpecularValue: 10](/files/Wtn9cNPvUQkJ4OT9auMv)

<figure><img src="/files/Ksj4GSHB7zKPV8KhcXq8" alt=""><figcaption><p>Colors</p></figcaption></figure>

![](/files/GQyY0aJffPR3l4VbSriV)

***

## <mark style="color:blue;">Niagara Effects</mark> <a href="#id-3w5hyeitcx4x" id="id-3w5hyeitcx4x"></a>

### Stab <a href="#ow5kgo7p88n9" id="ow5kgo7p88n9"></a>

<div align="left" data-full-width="false"><figure><img src="/files/SRnnNwFRLmQ1JCBwP0f1" alt="" width="293"><figcaption></figcaption></figure></div>

&#x20;![](/files/3x6a3vwBeGFh8RM2uBMF)\
The Particle Effect should be towards the direction of the stab.

### Slash ![](/files/bRQQZtXwJWGatVTVNilO) <a href="#wgqw7sazee6q" id="wgqw7sazee6q"></a>

### Bullet Hit ![](/files/iVFnLYOIY5SjMywtvdvg) <a href="#id-8e893g5xze8q" id="id-8e893g5xze8q"></a>

### Splash/Burst ![](/files/PthVABqBkUp7CRInnDQG) <a href="#rwh4a0rdtel1" id="rwh4a0rdtel1"></a>

### Splatters <a href="#s3dn0o8mhsyx" id="s3dn0o8mhsyx"></a>

#### Particle Decal Renderer (NEW) <a href="#lsgwbpcouwvj" id="lsgwbpcouwvj"></a>

\- Can disable projection to Meshes using *ReceiveDecals* boolean.\
\- Uses Deferred Decal rendering. Supports PBR.

\- Reacts to lighting condition (LIT)

![](/files/r1sQm4nnkvc8evyoa3nF)

<figure><img src="/files/wmlcwdsuNG8yBiM3Gu8I" alt=""><figcaption></figcaption></figure>

#### Shader Based Projection (Legacy) <a href="#id-20t6jphuo9gk" id="id-20t6jphuo9gk"></a>

\- *ReceiveDecals* boolean wont work.\
\- Uses Translucent Rendering (Non PBR).\
\- A cheaper alternative if you don’t mind lighting conditions

\- UNLIT

![](/files/21s0JoMbWN0FWlJQ3sKm) ![](/files/U9BpMFGhpjLtnB2j50NZ)

![](/files/nSOBFzjaeL7fxXmsE39l)

\
\- Automatically rotate based on the normal of the collision.\
\- Exposed Param that you can modify to create desired splatter behavior.\
\&#xNAN;*LifetimeMultiplier*\
\&#xNAN;*ScaleMultiplier*\
\&#xNAN;*SpawnCount*\
\&#xNAN;*VelocityMultiplier*

### Artery/Dripping  <a href="#id-61afcu7s6un4" id="id-61afcu7s6un4"></a>

### ![](/files/Uk7Ch2EEQHbm4PUejKsi) <a href="#id-4a6gffos3gcb" id="id-4a6gffos3gcb"></a>

***

## <mark style="color:blue;">Shader Controls</mark> <a href="#id-26xwdlx1fcib" id="id-26xwdlx1fcib"></a>

<figure><img src="/files/jIP98LHNYoBzSeoSORYz" alt=""><figcaption></figcaption></figure>

Build up animation for the puddles via Dissolve Function

<figure><img src="/files/foH1drA5tMg3hCUtjaWc" alt=""><figcaption><p><em>Blueprint Setup</em></p></figcaption></figure>

<figure><img src="/files/8wDB2Y1AqcTqBqUPAUd9" alt=""><figcaption><p><em>Dissolve Param (0-1)</em></p></figcaption></figure>

***

## <mark style="color:blue;">Demos</mark> <a href="#r8ooylr37z0h" id="r8ooylr37z0h"></a>

### Use Case - Blood Linger and Accumulation <a href="#qpecjksen1d9" id="qpecjksen1d9"></a>

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><a href="/files/OPrAwynJCMwoBdCXetGO">/files/OPrAwynJCMwoBdCXetGO</a></td></tr><tr><td></td><td><a href="/files/KXv23DJ5OlzGPyQbIotV">/files/KXv23DJ5OlzGPyQbIotV</a></td></tr></tbody></table>

{% hint style="info" %}
Attach *NS\_Dripping\_Dynamic* to desired bone/socket location.\
The emitter has a collision event that spawns splashes and splatters.
{% endhint %}

<figure><img src="/files/mbWXEXXSqVBOfjKtSMjO" alt=""><figcaption></figcaption></figure>

Combine it with a decal component for an accumulation effect.

<figure><img src="/files/xnsYdD1DSzkPHpgp0RKW" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/QVzqwZB5fCL6mrW5WXqk" alt=""><figcaption></figcaption></figure>

Use a curve to modify the timing in order to match blood-dripping behavior. Then use the value to drive the *Dissolve* parameter

{% hint style="info" %}
You can check more demos by going to this map. **Showroom\_Dark\_Demo\_01**.\
While on this map, just simply play the Level Sequence.
{% endhint %}

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><a href="/files/ToztUyu6fUxq4hkntUb1">/files/ToztUyu6fUxq4hkntUb1</a></td></tr><tr><td></td><td><a href="/files/QfsmnliLd0wuKRGquBzZ">/files/QfsmnliLd0wuKRGquBzZ</a></td></tr></tbody></table>

***

## <mark style="color:blue;">Affect by DOF and Light FIX</mark> <a href="#id-2b6y30wtwlp3" id="id-2b6y30wtwlp3"></a>

### Changing the shading to LIT <a href="#hqqwrnfnvnw1" id="hqqwrnfnvnw1"></a>

<figure><img src="/files/ub7j2SGRkI3Hn06ia7VN" alt=""><figcaption><p>Go to LiquidBase</p></figcaption></figure>

<figure><img src="/files/AAq7SnbLWqDJYWEsgU1G" alt=""><figcaption><p>Change the <strong>ShadingModel</strong> to <strong>Default Lit</strong></p></figcaption></figure>

<figure><img src="/files/FemQSdrItSWUR9hfesvJ" alt=""><figcaption><p><strong>LightingMode</strong> to <strong>VolumetricNonDirectional</strong></p></figcaption></figure>

<figure><img src="/files/yvgJFmGvDWq5qRcUbGx5" alt=""><figcaption><p>Plug the color into <strong>BaseColor</strong> rather than emissive. Do not include the EyeAdaptation function.</p></figcaption></figure>

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Light Intensity: 25 Lux</td><td><a href="/files/uG5SRjdJfyh5q3VwjCtQ">/files/uG5SRjdJfyh5q3VwjCtQ</a></td></tr><tr><td>Light Intensity: 1 Lux</td><td><a href="/files/VOQYTAop3TWPlRG4t544">/files/VOQYTAop3TWPlRG4t544</a></td></tr><tr><td>Light Intensity: 0 Lux</td><td><a href="/files/oGdOPKW7oTnytr9USpIi">/files/oGdOPKW7oTnytr9USpIi</a></td></tr></tbody></table>

### DOF <a href="#ec3psoa0rnjl" id="ec3psoa0rnjl"></a>

<div align="left"><figure><img src="/files/iv2KsBwm9ADXe1JX5Mlg" alt=""><figcaption><p>Still inside the LiquidBase (Master Material)</p></figcaption></figure></div>

On the left side details panel. Find **TranslucencyPass** and Change to **eforeDOF.**

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><a href="/files/CuParsewPddZU1jJyHRJ">/files/CuParsewPddZU1jJyHRJ</a></td></tr><tr><td></td><td><a href="/files/ub82zkFssbyZDwgkjzwX">/files/ub82zkFssbyZDwgkjzwX</a></td></tr></tbody></table>

## Reducing Steep Angle Artifacts <mark style="color:red;">(UE 5.5 Deprecated)</mark>

Decal material instances derived from master materials such as `M_LiquidDecalBase` and `M_LiquidDecal_Puddle` have control to lessen the decal projections artifacts.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcElQ1hodX93kE-5wWPjWFsAIMds9dhcpj6FPVF43evEq5Hy089xIOQdABA0ZcjIuU5dvLVbVT7TZvMEa3X7pv-V2IoTAyjXwY5x0cDt6Q2xpWrKxRYoi1Z44aBcazw5gUWwqlxpIazxLzlHAgKB0AVTi6C?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdfHMGCciktEpzgcuMuvNHEdCjN1I45M_eF6H5tsVgXEJRusMneQr5AHZres7i2ekVj3SJdetBTLrq5kA3sHcDESqZYww_HOtFlKtg-yNVzgMXOMLtAqOwZzAXPiao7sf3MR6hAA770dZGPXWNWpI-N7SE?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption><p>ArtifactFade_Opacity = 1.0</p></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdIyZlgd99REen5HBvRXdfZ5EsMbdaRHsmKnuFjXLpGdELCzx9D8qWx1XFftnkVElrF2EN7sz4g8Kds8IC3EKzZVwV4ys0xSPrypq-Dx0Qy2DJAwmbxxZjzFvyi-6CdVvBC0VFBAgvI2ty1CFHaQjoDEscb?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption><p>ArtifactFade_Opacity = 0.0</p></figcaption></figure>

## 5.5 New DBuffer Implementation

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfLWSdd4piwsT2IWgTEB7Bsez8-bcOYqvY_X4TRm8sMd42W3i95YMxJww33lJRpBZZJqqn87tWC3rKEpsDsyQKB8kQfDW_tQaM4sTP8F_xkYKT-h6T3KnvdqRV9j_HWuJzb0B0P?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

Go to Mannequin master material<br>

<div align="left" data-full-width="false"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfkN-GzyeeMbl0IgdeIdR55DYDD5TrJS95w1xkO_HH0iv_1IQqYUYaYLIU-VNC9ptWyY5fXl7OvRPpDtAWgvhmFesVN0P589nLI-fd3vh_Sf-E8OB0FZLE5uzo7jY2YU9BY2XH0RQ?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure></div>

\
Check Decal Response (DBuffer) to make sure it is Color, Normal, Roughness.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe3y5w75gvTgtsqmCXbRXr2UbecrRnKyIXbgle3fzAke25in_9yfV7Dut2b_GLBzXc78-ujSL5gTzPTgr_MTtYBNP_Dk_zRagzugHf6OGywZ7NVnZ4DCyKIkwvH9meXiP1eL6Ps7w?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

Feed DBuffer(BaseColor) with this formula

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfLwNx5Al439DhxVdgpxS8ufskuZ0ffFuv93AOw-8yjOFRDoIijrr0kRb7t79JkEMiFwRL_ItiByAZ7jc-yqPbU12mBzxRfzEd9811GVSRUrMIgItg2UcLDDNDt7GCZxCm3ENaOfg?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

For Roughness

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfw7JvA_s5ir_Dow0UBtELvaH0TeZ2wBg1cFm5mbehzKV6H3WeEba3ZPkTYoA0J1QOi7uYKAlaPBL8LUiSbv2BP7Cd2vEhxipKF2iuSmr6wPrDAZSxiyTJyFnku68wtmbuIVw4P?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

For Normal (1st)

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe09vKL9d0BTsbO46c7ebhyCvC_oOy72GmRB-PPeW0cvOje_ezuIziIBZosyaiGyBIP15k4A1tQlLx4jNaA5SUpfLZx7AoWPrBpudItV3P9Xd9w4dUecuvzbMQ-8eYJrCfb2CFbng?key=sfvAq9LVQCZwT0L3xT0JbA" alt=""><figcaption></figcaption></figure>

For Normal(2nd)


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