Material / Atmospheric Tools

When working in UE5.4+, make sure that Nanite is enabled on the editor, otherwise displacement workflows won't work.

You can type "actor enable nanite" in the Dash bar, and run the suggested command.

Dash features a wide range of custom materials, from simple PBR setups to complex blend material systems. These materials are built to work around specific content libraries, like Fab, Polyhaven and Megascans. We plan to make them work with any custom object in the future, too.

Base Materials / Edit Material

We provide rich materials for decals, tilable surfaces, 3D meshes, and 3D plants.

To get started, you can click on the Content Icon in the Dash bar and open the Content Browser. In the top right corner of the Dash Content Browser, you can switch between the available libraries. The ones that we support Material Edit and Blend Material for right now, are Megascans from FAB or Quixel Bridge and Poly Haven. To apply a texture on a surface. We made sure to make it as simple and straightforward as possible. You drag your texture from the content library and drop it on the target surface.

After applying your material to the surface. You can click on the Edit button in the Dash bar to bring up our Tools Panel and in the Tools panel by opening the Active Tools list (top left corner of the Tools Panel) while having your plane selected you can open Material Edit; Where you can control various aspects of your Material, such as: Hue, Saturation, Brightness, Roughness, Normal and so on. In the same Panel we also included some cool advanced effects such as Snow and Rain. As illustrated in the video below.

Base Material

Blend Materials

This is a powerful material as it provides advanced features such as the ability to blend between 3 textures. The possibility of blending them through vertex painting. And similar to the Edit Material this tools comes with Rain, Snow, and Puddle effects as well.

To start using this shader, open the Content Browser and select up to 3 supported materials. Drag and drop them on the surface while holding the Control (ctrl) key on your keyboard. This will bring a menu as shown below.

Select the option Apply Blend Material. Now you are all set. Next thing, you might want to do is tweak the parameters to make them to your liking. To do so, click on the Edit button in the Dash bar. Our Tools panel will open. While selecting the surface/Asset you applied the Blend Materal on. Click on the 3 lines shown on the top left, then choose the option Edit Blend Material.

Edit Blend Material in the Tools Panel

The Video below gives you a glimpse of the process of creating a surface, applying a Blend material and going through some of the blending properties.

Blend Material Basics

In the Blend Material Tool, if you scroll down you will find a parameter called Displacement. This allows you to control the displacement of your Base Layer (the first material you selected in the Dash content browser).

Displacement

Displacement mapping helps you add more depth to your materials. This process typically relies on a texture called a displacement map, or height map. The functionality works differently between UE5 versions.

In UE5.1, UE5.2 and UE5.3, displacement is available but doesn't work on meshes with Nanite enabled on them. If you want to use displacement on these older versions, always ensure that Nanite is not enabled on your static meshes. Internally, we use World Position Offset in the node graph to have displacement in those versions. This basically moves the vertices of your mesh, vs generating new, denser geometry on the fly. Important here to use a surface with enough triangles. By using the plane from Create -> Mesh Primitives -> Plane you get a good dense plane.

For that, UE5.4, UE5.5, and above have support for Nanite-friendly displacement, and so do our regular materials, and blend material. For 5.4 and 5.5+, you should enable Tessellation in your project and also have Nanite enabled on your static mesh. Otherwise, displacement won't work.

To enable Tessellation in your project, we've made a shortcut that you can access by typing Tessellation, and then selecting Enable Project Tessellation.

To enable Nanite on your selected static mesh in the level, we've made another shortcut called Actor Enable Nanite. You can always use the UE Content Browser and right-click on an asset, then enable Nanite on the asset itself. But this is slightly faster, and right within Dash, too.

Another thing to keep in mind is that when you create a road or a plane in Dash, those aren't static meshes, but their own custom format. This means they can't have Nanite enabled on them, and thus displacement in 5.4+ won't work either. You can "bake" Dash meshes (like the primitives you find in Creates -> Mesh Primitives) by going into the Dash bar -> Create -> Common -> Bake Meshes option. This will convert your selected mesh into a static mesh.

If your mesh isn't a simple plane or other Dash primitive, but instead an active tool like the Road Tool, Terrain Tool or Cable Tool, those also generate Dash meshes, and baking in that case is done from the tool panel, by clicking on the Bake icon, and confirming the dialog that shows up. This will delete your tool, and convert its result to a regular UE5 static mesh. It is not undoable, so we recommend doing it once you're done editing your road, terrain, or cables.

Here's a video showing what displacement looks like in UE5.1+. As you can see, the quality is quite subpar, because our plane doesn't have enough vertices. You could use the UE5 modeling tools to increase the density, but this won't be as good as Nanite-friendly displacement in 5.4+

Displacement in UE 5.1

Here's what displacement looks like in UE5.4+. The project has nanite enabled, and the mesh is a static mesh with nanite enabled. The quality is as good as it gets.

Enable Nanite Tessellation UE 5.4+

Blend Material Advanced Features

Snow, Rain and Puddles are some useful and interesting functionalities we added to our Blend materials. Snow is represented by S Weight, Rain by T Weight and Puddles by B Weight.

The videos below show Snow and Rain effects in action.

Snow

Snow is controlled by a parameter called S Weight. Which allows you to increase or decrease the amount of Snow on your material.

If you scroll down you will find a property called Snow (S) Layer. This drop-down menu gives you more control on how you would like your snow to behave.

Let's go through some important options here:

  • S Height Multiplier Allows you to increase the global multiplier of the Snow displacement and the Blend Material displacement.

  • S Height controls the height of the Snow

  • S Height Contrast controls how sharp your Snow is. It can also be of negative value. This will invert the way it's applied on the surface

Snow Effect

Rain

T Weight allows you to control the amount of rain and puddle you want on your surface.

Scroll to the Rain (T) Layer to find additional properties to play with. The drop-down menu gives you more control over how you would like your Rain to behave.

These are the most important properties to adjust to your liking:

  • T Drip Tiling to adjust the size of your drips

  • T Drip Length to adjust the length of your drips

  • T Drip Strength to adjust the intensity for the drip normal map

  • T Droplets Tiling to adjust the size of your droplets.

  • T Ripple Motion to adjust the speed of the ripples.

  • T Ripple Size to adjust the size of your ripples.

Rain Effect

FAQ

How do I edit a Blend Material

To edit a Blend Material in Dash click on the Edit button up in the Dash bar. Our Tools panel will appear. While selecting the surface/Asset you applied the Blend Materal on. Click on the 3 lines shown on the top left, then choose the option Edit Blend Material. There you have a wide range of parameters you can edit. such as: Layer properties like hue, saturation, and tiling for complex texture creation

To Edit the blend material on an asset you previously placed in your scene Follow these steps:

  • Select the object with the blend material you want to edit.

  • Open the Blend Material tool from the Dash Tools Panel.

  • Adjust the weights for R, G, B, S, and T layers to modify blending.

  • Change properties like hue, saturation, and brightness for each layer.

  • Modify tiling and displacement settings for texture details.

Megascan does not include a Displacement map Fab through Unreal Engine.

You can create a displacement effect in UE5 by converting the normal map to a height map and using tessellation.

  • Import your model and ensure you have a high-quality normal map available.

  • Use an external program like CrazyBump or a Photoshop plugin to convert your normal map into a height map.

  • In UE5, apply the height map in your material, and activate tessellation and world displacement in the material settings.

  • Adjust displacement parameters to fine-tune the effect on your model.

Please note that you can still download the Displacement map from FAB.

Go to the FAB website and select the surface you want. Click download and check the ZIP files you downloaded. You will see the displacement map in there. But right now we don't have a way of using that displacement map to control the displacement through Dash.

How do I add displacement to my mesh?

First, Dash only knows of your displacement if you use its materials, be it the blend material or the other base materials. If your mesh has either of those, follow these steps:

  • Open the Dash Bar and navigate to Edit > Edit Material.

  • Select the object you want to apply the material displacement to.

  • In the Edit Material tool, locate the Displacement property.

  • Adjust the Displacement value to achieve the desired effect.

  • You may also need to ensure that your material is set up to support displacement mapping by using the appropriate textures and settings.

  • Save your changes, and the displacement should be visible on your mesh!

Happy creating! 🎉

Can I use the Blend Material with custom content?

No, right now our Blend Material tool only supports Megascans and Poly Haven materials through the Dash Content Browser. Support for custom materials will come later though!

How to use blend material

To use the Blend Material tool in Dash, select 3 materials from the Content Library, hold CTRL, drag them onto your scene, and choose Blend Material.

  • Select 3 materials from the Dash Content Library.

  • Hold CTRL and drag the selected materials onto your scene.

  • Release the mouse and choose the Blend Material option.

  • Use the tool to adjust properties like color, contrast, and tiling.

  • Customize the blend by modifying individual layer settings.

Check Blend Materials for more information

How can I edit a material?

To edit a material using Dash, follow these steps:

  • Select the object you want to apply the material to.

  • Open the Dash Bar and navigate to the Tools Panel.

  • Click on the menu icon in the top left to view active tools and find the "Edit Material" tool.

  • Adjust the material properties as needed in the Tools Panel.

  • P.S. Material Edit only works on Megascans and Poly Haven assets/materials used from the Dash Content Browser.

Tiling Breakup

Regardless of whether you are using the Dash Base Materials (Edit Material) or Dash Blend Material, you will find the feature Tiling Control. This feature lets you easily turn on and adjust a tiling breakup effect. Perfect to avoid the repetitive patterns on your textures.

Runtime Virtual Textures(RVT)

With our 1.9 update, we introduced our workflow with RVT. Thus allowing you to have some nice blending between a surface and an asset. For starters, you need to ensure RVT is enabled in your project settings. To do so, go to: Edit -> Project Settings, then type Virtual texture. and check the box Enable Virtual Texture Support

Depending of your engine version the workflow will be slightly different. For instance, if your are on UE 5.3 and below; Select the surface you want RVT enabled on, then type RVT in the Dash Toolbar the option RVT Setup will appear. Select it. You now have RVT on your surface.

However, there is one more step for it to work properly; In your outliner, you will find 2 Runtime Virtual Texture Volumes. Select one and in your Details panel click on set Bounds. Repeat this for the other Volume.

Your RVT is now all set. You can drag and drop an asset on your surface and toggle RVT on and off for that asset from the Material Edit tool. For more details, please watch the video below.

This only works on Megascans assets and Poly Haven assets right now, as we don't support Material Edit for other assets yet.

RVT in UE 5.3 and below

For Unreal 5.4 and above, the bounds are automatically set for you. You can simply select your surface and activate RVT on it from the Dash search bar. Check the video below for more details.

RVT in UE 5.4 and above

For our Blend Material workflow with RVT, when changing the Weight and adding grass or another layer of texture. In order for the changes to take effect, select an asset in the scene, then select Edit Material in the Tools Panel, and your changes will appear as you change from the Blend Material, this creates a refresh event. Video demo below for more details.

Refresh RVT on BlendMaterials

FAQ

My Assets appear to have a Black Noise testure when I enable RVT on them.

This usually happens when the bounds were not set properly. If your surface is not flat, select the RVT Volume in the Outliner, in the Details panel under Volume Bounds click on the Eyedropper tool and select your surface. You will see its name appear under the Bounds Align Actor in the Details panel. And then click on Set Bounds.

RVT Is not working even though I tried everything in the documentation.

In case RVT seem to not work at all after following the videos, then check if your surface has Nanite enabled on it. Please note that RVT doesn't work on nanite surfaces. Your assets can be Nanite enabled, but not the surface. You can try disabling nanite on the surface to see if RVT is now working for you. Otherwise you can always reach out to us in our Discord or by emailing us at: [email protected]

Advanced Water Shader

This is a new water shader we introduced in our 1.9 update that comes with waves, caustics and underwater effects. By going to the Create tab, you will find the Advanced Water shader. Click on it and there you have it! This shader comes with a rain-on-water effect as well.

For the best reflection results, we recommend you to enable Hardware Ray Tracing on your project

Let's go through how to use our Advanced Water and some of its Properties: Creating Water: In the Dash Toolbar we go to the Create tab, and in the dropdown menu, we select Create Advanced Water.

Creating an advanced water Shader

There are several properties to play around with in order to get a result that suits you; In the Tools Panel, you can tweak the values of the properties to get the best result for your project.

Let's dive into the available properties of our Advanced Water Shader, Starting with Base Properties:

Surface Proximity Color controls the color surrounding the objects overlapping your water. Depth Color controls the perceived depth color. Calmness which controls the agitation of the water. The higher the number, the calmer the water. Water depth allow you to set the distance at which you want your river bed to be visible. Foam Surface Proximity sets the amount of visible foam. Water Undulation controls the intensity of the Wave Undulation. For calm waters, a small value like 0.1 and below should be ideal. Wave Height controls the height of the wave. Wave Length controls the size or tiling of the wave. Wave Sharpness controls the smoothness of the wave. Wave Speed Controls the speed of the wave.

These settings work hand in hand and are the key to having nice waves and Undulations.

In the video below, we will go through some settings.

Wave settings

Based on your requirements you can set the Calmness and Water Depth to behave as you want. Check the example in the video below:

Additional Water properties

We have some additional Properties that allow you to have more control over how the normal map of the water behaves.

Advanced Properties

Rotation: Gives you full control over the direction of the water normal map Foam Tiling: This controls the tiling of foam, the bigger the value, the smaller the foam. Foam Depth: The depth in which the foam is still visible. This also allows you to have more visible foam on the edges of an asset. Wave Undulation Strength: Controls the undulation of the water normal map. Wave Strength: Defines the intensity of the water normal map. Wave Size: Controls the tiling of the normal map. Rain: Control the amount of rain ripples on the water surface. Ripple Tiling: Controls the Size of the Rain Ripple.

Let's get to the Underwater Properties. These properties gives us full Art Direction of how we want our under water to look like.

Underwater properties

Under Water Fog Color: Determines the color of the fog. Underlying Color: This is the color of the underwater. Usually it's like green moss. Underlying Roughness: This value represents the wetness of the under water. which usually is fully wet by default. Underlying Hue: The hue of the underwater. Fog Distance: This is the amount of underwater fog. For a more foggy effect it is ideal to have a fairly small value. Something like 0.08 and below should be a good start. Blurriness: Controls the sharpness of the underwater. Underwater Warping: This gives you that beautiful warp effect when you go underwater. Underwater Brightness: This is to control the underlying brightness. Underwater Saturation: This works well with underlying hue. it controls the underlying saturation. Bloom Intensity: Controls the underlying Bloom effect.

In the video below, we are going to go through some essential Properties:

Underwater effect

Last but not least, this new Water Shader includes some nice Caustics, with a bunch of controls to own its look.

Caustic Intensity: Defines the intensity and brightness of caustics. Caustic Scale: Controls the Scale or Tiling of the caustics. Caustic Speed: This controls the speed at which the caustics move. Caustic Rotation: Controls the rotation of the caustic in degrees.

We hope this new shader will help you create some cool projects and give you control over every aspect of how you want your water to look.

FAQ

How do I edit my Water Properties?

In the case of the Tools Panel not appearing automatically when you create the water,, make sure the water actor is selected, then click on the Edit button up in the Dash bar. Our Tools panel will appear. Then click the menu button in the top left of the Tool Panel to open the list of active tools, in which you will see the Falling Leaves tool.

How can I make nice waves with the new water shader?

For good looking waves and water effect, we recommend you value like these: 1. Wave Undulation: 0.7 2. Wave Height: 6 3. Wave Length: 2.5 4. Wave Sharpness: 0.3

If your goal is to have large waves, make sure to adjust the Wave Length value for that. If you want higher waves, crank up the value to 10!

I want my underwater to look more under water. How can I achieve that?

To achieve a more realistic underwater feel, you will need to slightly tweak the following values: Underlying Color: pull the black and white(value) slider more towards the gray side. or use these values 07150D

UnderWater warping: Change the value to 1.3 Underlying Saturation: Increase the saturation to suit your needs. Bloom Intensity: Increase the value to around 1.4. And under Caustic Properties, lower the value of Caustic Intensity to suit your needs. And the most important property to change is Fog Distance, decrease the value from 500 to 0.008 or 0.002 and adjust the Under Water Fog Color as per your requirements.

Simple Water Plane

If you just want a simple water plane and the Advanced Water Volume is overkill, you can create it easily from either the Create menu or by searching for water in the Dash search field. Scale and place it wherever you like, and then tweak the settings by selecting the water plane, opening the Tools Panel from the Edit button, and then opening Material Edit with the top right button in the Tools Panel.

Rain Fall

With a single click, you can add a fully procedural rain effect to your scene, complete with parameters you can easily adjust to match your environment. You can find the Rain Fall tool either by search or in the Create menu on the Dash bar.

Once you have opened the tool it is super easy to use. Move the new Dash_RainFall actor to anywhere in your scene and start adjusting its settings to reach your prefered look. We recommend experimenting with the settings and reading their descriptions by hovering over them, but here is a summary of the settings available:

  • Base Properties: Including the rain; amount, radius, brightness, velocity and angle. But also the splash fog density.

  • Additional Rain Fall Properties: Control the Fog; Hue, Saturation and Brightness

  • Distant Fog Properties: Control the Distant Fog; amount, density, radius, spread, hue and Saturation

Snow Fall

In Dash 1.9.2, we introduced the tool Snow Fall, giving you a beautiful procedural snow effect with full control over its look and behavior. Whether you want a light flurry or a heavy blizzard, Snow Fall adapts to your scene with just a few tweaks.

Once you have opened the tool it is super easy to use. Move the new Dash_SnowFall actor to anywhere in your scene and start adjusting its settings to reach your prefered look. We recommend experimenting with the settings and reading their descriptions by hovering over them, but here is a summary of the settings available:

  • Base Properties: Including the snow; amount, radius, size, brightness, velocity and Turbulence.

  • Fog and Wind Properties: Control the Fog; amount, density, size and Velocity. But also the wind direction in X and Y axis.

  • Background Fog Properties: Control the Background Fog; amount, density and radius.

Falling Leaves

When creating a scene, we often want to add some leaves falling in a certain direction to make our environment feel more lively. All this is now possible with a single click.

In the Dash toolbar go to the Create menu and select Create Falling Leaves. Some beautiful leaves with all the settings necessary for nearly any scenario will appear in your scene. In your Tools Panel you can control several aspects of the tool.

Leaf Properties

The following Properties give you full art direction of your falling leaves.

Leaf Spawn Rate: Controls the amount of leaves that are being spawned. Spawn Radius: The radius in which they spawn, the bigger the value, the larger the radius. Wind Speed X: Control the speed of the wind on the X axis Wind Speed Y: Control the speed of the wind on the Y axis Min Hue: Define the starting hue of the random hue the leaves will have. Max Hue: Define the last value of the hue. These 2 values together give you a range of Hue. Wetness: Define the roughness of the falling leaves. Saturation: Controls the saturation of the color of your leaves. Min Leaf Rotation: Control the minimum speed in which the Leaves rotate on themselves. Max Leaf Rotation: Control the maximum speed in which the Leaves rotate on themselves. The video below is a demo of our falling leaves:

Falling leaves demo

Fog Card + Volumetric Fog

By searching for Fog in Dash, you can find our Fog Card and our Volumetric Fog. Both of these are perfect to give any UE5 environments a bit more depth, and they can, of course, be customized to perfectly match your environments from the Tools Panel. Simply select the Fog Card or the Volumetric Fog in the UE outlier, and from the top right menu in the Tools Panel, you can then open the tool and tweak its settings.

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