> 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/stylized-blood-vfx/documentation-stylized-blood.md).

# Documentation (Stylized Blood)

## <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></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><p><strong>M_LiquidBase</strong> </p><p>Master material for particle-based effects</p></td><td><a href="/files/bLEqS6LNej8JvpnhnOR5">/files/bLEqS6LNej8JvpnhnOR5</a></td></tr><tr><td><strong>M_LiquidDecal_Dynamic</strong><br>Deferred decal but with dissolving animation functionality</td><td><a href="/files/YUHKMFpMJSvg3bP1vV4C">/files/YUHKMFpMJSvg3bP1vV4C</a></td></tr><tr><td><p><strong>M_LiquidDecalBase</strong></p><p>Basic deferred decal-based material</p></td><td><a href="/files/zBEmfK2Lyj5AHCrflgyR">/files/zBEmfK2Lyj5AHCrflgyR</a></td></tr></tbody></table>

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

\ <img src="/files/WlNZF7lfJHN3PMmRfFEi" alt="" data-size="original">

{% hint style="info" %}
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.
{% endhint %}

### Modifiers ![](/files/q78XB69Lr5UQOpKzAdfS) <a href="#id-7bi33pm0m2yr" id="id-7bi33pm0m2yr"></a>

{% hint style="info" %}
**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
{% endhint %}

<div align="left"><img src="/files/MCK7WNvaEvWKOXStfrdi" alt="Power: 2 | Softness: 0.0 | SpecularPower: 4 | SpecularValue: 50"></div>

<div align="left"><figure><img src="/files/UVy2Aatg2wxY7PqEi4Ow" alt=""><figcaption><p>Colors</p></figcaption></figure></div>

<div align="left"><img src="/files/Vfr13qC7zvRwRMOnb7BX" alt=""></div>

***

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

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

<figure><img src="/files/NYXeZq2pYXGeNvJEZCnQ" alt=""><figcaption></figcaption></figure>

![](/files/6nq3KIEi0AeWWzLcWKyu)The Particle Effect should be towards the direction of the stab.<br>

### Slash ![](/files/W1GIYbe5Smbi2ue8ykej) <a href="#wgqw7sazee6q" id="wgqw7sazee6q"></a>

### Bullet Hit ![](/files/tBbgPHGnHKTxG4l4u0PR) <a href="#id-8e893g5xze8q" id="id-8e893g5xze8q"></a>

### Splash/Burst ![](/files/LXmsBwqtisVF4RE9UxMy) <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/sajyeXGsn27a3bFs08HX)

#### ![](/files/04bRXZckOc6XWfBmOVj1) <a href="#id-1nwz9ha7rnxf" id="id-1nwz9ha7rnxf"></a>

#### **Removing the Emissive**

By default the *M\_LiquidDecalBase* uses emissive channel for it’s color.\
In this case you may experience a glowy shading in dark light setting.

For you to utilize the lighting condition. You’ll need to make modification for the *M\_LiquidDecalBase.*

<figure><img src="/files/dsPSn3QNEacTVDQwuVpg" alt=""><figcaption></figcaption></figure>

As you can see, the color is connected to the EmissiveColor channel.

<figure><img src="/files/ER54lseNhAgddYLOaHUd" alt=""><figcaption></figcaption></figure>

Switch the connection to the *BaseColor.* Make sure to delete the *divide to EyeAdaptation*.

<figure><img src="/files/4noNJIUgvydEBya9jP0T" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You have to modify these parameters on the *MaterialInstance* to reduce the dark contrast shading.
{% endhint %}

Darkness: **1.5**\
NormalFlatness: **1.0**\
SecondaryColor: **FF001700**

#### 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/XlrFnTK6oLyKoSwI7La9)

![](/files/nQkI7ZVMenWiFxsxTTYg)

* Automatically rotate based on the normal of the collision
* Exposed Param that you can modify to create desired splatter behavior
* *LifetimeMultiplier*
* *ScaleMultiplier*
* *SpawnCount*
* *VelocityMultiplier*

### Artery/Dripping <a href="#ocxy3c5ogkb6" id="ocxy3c5ogkb6"></a>

### ![](/files/f1uXQXFb3Lq0drBeCga5) <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/To3X39Tnai5ufpmKlVxj" alt=""><figcaption></figcaption></figure>

<div align="left"><figure><img src="/files/6AQJqkN9cskrYzqdIBIJ" alt=""><figcaption><p>Build up animation for the puddles via Dissolve Function</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/JREVbqaE4EaqiQJT4bHe" alt=""><figcaption><p><em>Dissolve Param (0-1)</em></p></figcaption></figure></div>

***

## <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/sKM8C5mVjd49tLVFTDa8">/files/sKM8C5mVjd49tLVFTDa8</a></td></tr><tr><td></td><td><a href="/files/ltQWEqHXe0oPbZC0jSE4">/files/ltQWEqHXe0oPbZC0jSE4</a></td></tr></tbody></table>

Attach *NS\_Dripping\_Dynamic* to desired bone/socket location.\
The emitter has a collision event that spawns splashes and splatters.\
Combine it with a decal component for an accumulation effect.

<div align="left"><figure><img src="/files/zdjUKzJMDBhKgwAHyd9m" alt=""><figcaption></figcaption></figure></div>

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

{% hint style="info" %}
Use a curve to modify the timing in order to match blood-dripping behavior. Then use the value to drive the *Dissolve* parameter.
{% endhint %}

<figure><img src="/files/kE3J60fACqSahQbHi4Dc" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You can check more demos by going to this map. **Showroom\_Demo**

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/7PE1dXKb2BT2COW16z7N">/files/7PE1dXKb2BT2COW16z7N</a></td></tr><tr><td></td><td><a href="/files/oimdTZ27ouCLvKhQBkS0">/files/oimdTZ27ouCLvKhQBkS0</a></td></tr></tbody></table>

***

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

<div align="left"><figure><img src="/files/PXmdWflEBLyYDbDXr0cW" alt=""><figcaption><p>Go to LiquidBase</p></figcaption></figure></div>

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

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

## 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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