Materials
Default materials
We provide default materials for every renderers, but you can override them globally, per project.
You can also edit defaults for effects that use legacy materials
-
Under Edit >> Project Settings >> PopcornFX >> Default Materials / Legacy Materials

Material parameters
The plugin maps the following renderer parameters to the material if they are available:
Parameter name |
Parameter type |
Description |
Renderer type(s) |
|
Texture 2D |
Diffuse map |
Billboard / Ribbon / Triangle / Mesh |
|
Texture 2D |
Diffuse Ramp map if DiffuseRamp is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Texture 2D |
Emissive map if Emissive is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Texture 2D |
Normal map if LegacyLit is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Texture 2D |
Specular map if LegacyLit is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Texture 2D |
Alpha-remap map if AlphaRemap is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Texture 2D |
Motion Vectors map if Atlas blending mode is MotionVectors |
Billboard / Ribbon / Triangle / Mesh |
|
Scalar (float) |
Softness distance if SoftParticles is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Scalar (float) |
Alpha-test value threshold if material is Masked |
Billboard / Ribbon / Triangle / Mesh |
|
Scalar (float) |
SphereMask node’s hardness value for volumetric fog materials |
Billboard / Ribbon / Triangle / Mesh |
|
Scalar (float) |
MotionVectors distortion strength (columns) |
Billboard / Ribbon / Triangle / Mesh |
|
Scalar (float) |
MotionVectors distortion strength (rows) |
Billboard / Ribbon / Triangle / Mesh |
|
Texture 2D |
Right-Left-Top-Alpha Texture if SixWayLightmap is enabled |
Billboard |
|
Texture 2D |
Bottom-Back-Front Texture if SixWayLightmap is enabled |
Billboard |
|
Texture 2D |
Positions texture if one of the VAT types is enabled |
Mesh |
|
Texture 2D |
Normals texture if Fluid or Soft VAT is enabled |
Mesh |
|
Texture 2D |
Colors texture if Soft VAT is enabled |
Mesh |
|
Texture 2D |
Rotations texture if Rigid VAT is enabled |
Mesh |
|
Scalar (bool) |
Whether or not to treat VAT data as packed if Fluid or Soft VAT is enabled |
Mesh |
|
Scalar (uint) |
Number of frames in the VAT if one of the VAT types is enabled |
Mesh |
|
Vector (float3) |
Pivots min value if Rigid VAT is enabled |
Mesh |
|
Vector (float3) |
Pivots max value if Rigid VAT is enabled |
Mesh |
|
Vector (float3) |
Positions min value if Normalized Data is enabled for one of the VAT types |
Mesh |
|
Vector (float3) |
Positions max value if Normalized Data is enabled for one of the VAT types |
Mesh |
Material nodes
Implemented UE material nodes (in relation to PopcornFX parameters when relevant):
Node name |
Description |
Renderer type(s) |
|
UVs already built with the atlas definition (if any). |
Billboard / Ribbon / Triangle |
|
Renderer’s Diffuse Color input (previously was |
Billboard / Ribbon / Triangle / Mesh |
|
Renderer’s Emissive Color input |
Billboard / Ribbon / Triangle |
|
Gives a random value between 0 and 1 per particle |
Billboard / Ribbon / Triangle / Mesh |
|
Renderer’s Emissive Color input (xy channels) |
Mesh |
|
Renderer’s Emissive Color input (z channel) |
Mesh |
|
If Linear is set as the blending mode of Atlas, second set of texcoords |
Billboard / Ribbon / Triangle |
|
If Linear is set as the blending mode of Atlas, TextureID for lerping between texture samples |
Billboard / Ribbon / Triangle |
|
If AlphaRemap is enabled, AlphaCursor used to determine the alpha remap |
Billboard / Ribbon / Triangle |
|
Renderer’s Input0 input if ShaderInput0 is enabled |
Mesh |
|
Renderer’s Input1 input if ShaderInput1 is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Renderer’s Input2 input if ShaderInput2 is enabled |
Billboard / Ribbon / Triangle / Mesh |
|
Renderer’s Input3 input if ShaderInput3 is enabled |
Billboard / Ribbon / Triangle / Mesh |
Custom materials
Creating custom materials is possible, but requires that the following properties are enabled:
-
Material applied on Billboard/Ribbon/Triangle renderers: check Used With Particle Sprites and set Material Domain to Surface
-
Material applied on Mesh renderers: check Used With Mesh Particles
Note: You can create a copy of materials provided with the plugin to start from a working material.