Crystal Renderer Manual
Crystal Renderer Manual
Store URL :
https://www.unrealengine.com/marketplace/ja/product/crystal-renderer
Support :
mail : nkdtr2011@gmail.com
What's new :
GemCutting Utility (External Project)
Boolean-based cutting system, documentation under construction.

Ver1.5 (2024/12/20)
-Two Console Variables for optimization added:
"CrystalRenderer.FaceMergingTolerance"
Close facets are merged (treated as the same plane in the material) according to this value.
"CrystalRenderer.MicroFacetThreshold"
Triangles with close vertices are ignored in the material according to this value.
Ver1.3 (2022/4/18)
-Enhanced shader efficiency (UE4.26, UE4.27)
-Utility to setup material from StaticMesh(asset) (UE4.26 and later)
Ver1.2 (2022/4/8)
-UE5 support
-Enhanced shader efficiency (UE5 only)
Ver1.1 (2021/1/31)
-Blueprints to create meshes implemented (manual here).
Ver1.02 (2021/1/15)
-Fixed compile error in building package.
Ver1.01 (2021/1/14)
-Fixed shader compile error in ray-tracing mode.
Ver1.00 (2021/1/13)
-Released
What is this? :
Crystal Renderer is an UnrealEngine asset to set up crystal-like material for convex shapes.
Quickstart :
-First, you need to check "Show Plugin Content" and "Show Engine Content" in the content browser's view options

-Place BP_Crystal on your level
-Press "Manual Capture"
-Modify options below "Crystal" to change its look
Options :
-Material color (with density)
-Refractive index
-Number of bounces (how many times ray can be reflected in the object)
-Color aberration (just a fake but effective)
Requirements / Limitations :
-Number of faces(not triangles. For example, a cube has 6 faces) limited to 256
-Number of optical bounces limited to 20
-Non-convex shapes are not shown correctly (this does not always mean bad)
-"Allow CPUAccess" should be checked in static meshes
(in editor mode, this is done automatically)