
To get it: In the content browser click on view options, enable Engine Content. “DistanceField” Node: It does not pop up in the palette (nor in the Documentation at all), because it is an Editor Material Function that has “Expose to Library” set to OFF. But in the meantime I figured it out and want to share the process with everyone else: I had problems to find the Distance Field Nodes you used in your Screenshots. The disadvantage is that does not work well for complex shapes, but for simple shapes it is perfect. If you choose to import the SVG as distance field (probably what you mean with ‘mask’) then you get several benefits: very small texture sizes and infinite up-scaling with sharp edges. The game I’m looking to do relies on a lot of primitive shape assets that need to scale and recolor, and building them all as images would seemingly be inefficient.ĭuring the import process, the SVG is rendered as image - so there is no way to access the SVG information at runtime.

I’m asking because I’ve spent a long time looking for a reasonably priced game development tool that supports display of real vector objects (and is able to colorize/affect them via script or code). I’m trying to understand if your import process treats SVGs as actual vector objects, or is the content converted to bitmap once imported? Is it only when the imported object is used as a mask that you get the value of the vector data? Hi, am looking at getting into UE and came across your plugin. The thickness of the outline is also largely dependent on the “Pixel Range” import parameter - larger values create thicker outlines. See the following material, as you increase the “Outline Threshold” parameter, the thickness of the outline increases. I also plan to improve arc support for the plugin, because the current implementation does not seem to handle them correctly.Īs for the outline: that is a great idea that I did not consider before, thanksīut I just tested it and it works exactly as you said! SVGs can be surprisingly complex and I could not test every possibility before releasing the plugin.
#Quartzcode svg import free
If you have a shape that you think should work but does not, feel free to [EMAIL=“ it to me and I will have a look at it.

There is only a small artifact I can’t yet figure out. Any idea? I edited your source to see if creating/generating non-square distance field textures is possible and it works pretty well. Because we had tried it with a non-square SVG, an elongated graphic, and only the first quarter was put into the distance field texture.
