Material functions
DVS ships five Material Functions in Content/DynamicVolumetricSky/Materials/MaterialFunctions/. They let any custom material react to the sky simulation without rewriting its shader graph. See Reactive materials for the step-by-step setup.
MF_Snow
Section titled “MF_Snow”Layers snow on horizontal-facing parts of an opaque surface. Drives intensity from the sky’s simulated SnowAmount.
- Use it on: any opaque surface (terrain, props).
- How: set
Use Material Attributes = trueon the material, route the full attribute bundle throughMF_Snow, plug the function output into the material’s Material Attributes pin. - Exposed parameters: snow textures, tiling, color (override per-material to taste).
MF_SnowandRain
Section titled “MF_SnowandRain”Combined snow plus wet-surface (puddles, ripples, drips, splash flipbooks). Same wiring as MF_Snow.
- Use it on: opaque surfaces where you want both snow and wet effects.
- How: identical to
MF_Snow(Use Material Attributes, route through, plug in).
MF_GrassWind
Section titled “MF_GrassWind”Procedural sway for grass blade materials. Driven by the system’s wind direction and speed. No inputs, just plug it in.
- Use it on: grass blade materials.
- Where: the World Position Offset pin of the material.
MF_BushWind
Section titled “MF_BushWind”Higher-quality wind for larger foliage. Has an AdditionalWPO input so you can chain other deformations.
- Use it on: bush and tree materials.
- Where: the World Position Offset pin.
- Inputs:
AdditionalWPO(optional). Plug other deformations (player-crush, hit reactions) here andMF_BushWindadds wind on top.
MF_2DClouds
Section titled “MF_2DClouds”Cheap horizon clouds at a configurable altitude. For sky-dome / horizon overlays, not the volumetric cloud system.
- Use it on: sky-dome cloud overlay materials.
- Configurable: altitude parameter.
Where to next
Section titled “Where to next”- Reactive materials guide: the wiring walkthrough
- Asset locations: where the functions live in the content tree