Artists familiar with material node graphs in major 3D modeling packages will feel right at home with the node editor in Ve2. Nodes are connected together in networks, simple or complex, to create a shader for a particular material.
As an artist works in the node editor, the material in the scene updates automatically. This allows an artist to quickly iterate through several ideas for a material without having to stop and load the game between each tweak.
Create a wider combination of effects, shaders, and materials through the use of material nodes.
Use the node editor to create shaders for particle systems to help give particles volume and depth.
Soft edges can be given to particles allowing them to more realistically interact with their environment as they clip through objects.
Multipass materials allow layers of textures to be rendered on a mesh to create complex textures without the need for additional layers of geometry or a single complex material. This allows materials such as aged cement, animated effects over top a material, and more.
The frame buffer allows for a wide range of effects from distortions to camera effects to in game display screens. Examples include heat waves, energy shields, ice, warped glass, security camera monitors. As well as bloom and other camera effects.
Realistically catch light and detail on low polygon meshes with normal maps generated from the high poly mesh.
Swap materials, change opacity, or modify shaders using script calls and variables exposed to the shader node networks.
Graphs can be used to modify color and other values over time, allowing for pulsating glows, color changes, and more.
Create procedural textures to help reduce the memory needed to store large textures.
Nodes are built using XML, and can easily be extended to include custom nodes.
The node editor generates shaders that will look the same on each supported platform (PC, PS3, and Xbox 360)