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Polygonflow Dash's Documentation

  • Visit our FAQ
On this page
  • Base Materials
  • Blend Materials
  • Displacement
  • Blend Material Advanced Features
  • Snow
  • Rain
  • Runtime Virtual Textures(RVT)
  • FAQ

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  1. HOW IT WORKS

Material Authoring

PreviousCentralized Asset BrowserNextMesh-Based Tools

Last updated 2 months ago

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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

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

To get started, you can click on the Content Icon in the Dash bar. This will bring up a menu of all you favorite Surfaces and Assets downloaded through Quixel Bridge/FAB and Polyhaven. To apply a texture on a surface. We made sure to make it as simple and strait forward as possible. You drag your texture from the content library and drop it on the target surface.

After applying your material on 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.

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 Base Material this one comes with Rain, Snow, and Puddle effects as well.

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

The layers in our Blend material follow the Same letter of their respective Vertex paint channel. Except for T Weight which is not available through vertex painting.

In the same Tools panel 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 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.

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+

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.

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

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.

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 Terrain Mesh or Landscape with an assets. 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.

Make sure to Bake the terrain before enabling RVT on it.

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.

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 searchbar. Check the video below for more details.

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.

Our new RVT workflow works best on Dash terrains or UE Landscapes. If you want to use it on a flat surface, like a plane, you need to select the plane and an asset on the plane and then run the RVT command, instead of running the RVT command only on the surface.

RVT is not supported on surfaces with Nanite Enabled. However, your assets can have Nanite Enabled on them.

FAQ

How do I edit a Blend Material

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.

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.

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.

To start using this shader, click on the Content Icon in the Dash bar, then select up to 3 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.

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.

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

Check for more information

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 or by emailing us at: support@polygonflow.io

Discord
Blend Material
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Base Material
Blend Material
Displacement in UE 5.1
Enable Nanite Tessellation UE 5.4+
Snow Effect
Rain Effect
RVT in UE 5.3 and below
RVT in UE 5.4 and above
Refresh RVT on BlendMaterials
Edit Blend Material in the Tools Panel