Unreal Engine 5.3 - Material Crash Course

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  • čas přidán 18. 05. 2024
  • My udemy Courses:
    Unreal Engine 5: A Compreenhensive Guide :
    www.udemy.com/course/ue-5-mat...
    In this video we're going through the basic of materials inside of Unreal time, and you'll be able to create your own materials after this Crash Course.
    Time Stamps:
    00:00 Intro
    00:20 PBR Material Creation
    04:18 Master Materials/Material Instances
    16:37 Material Functions
    20:19 Advanced UV Control
    Topics Covered:
    - PBR Material Creation;
    - Master Materials;
    - Material Instances;
    - Material Functions;
    Sites Mentioned in the video:
    polyhaven.com/
    #unrealengine5 #unrealengine #unreal #cgi #tutorial #unrealtutorial
  • Krátké a kreslené filmy

Komentáře • 37

  • @halfd0rk
    @halfd0rk Před 4 měsíci +1

    this was a great introduction and summary to the things you can do with the material editor. Thank you for sharing your tutorial!

  • @rubberdog
    @rubberdog Před 4 měsíci +2

    Thanks for a great Tut and introducing me to functions, awesome time saver. Cheers and Merry Christmas

  • @Gasetasierra
    @Gasetasierra Před 4 měsíci

    Thank you very much!

  • @malindurashmika8386
    @malindurashmika8386 Před 4 měsíci +2

    Great lesson. need more videos.. Thank you so much

  • @marcellracz8113
    @marcellracz8113 Před 3 měsíci

    Thank you so much! Thanks to you I made a really cool master material that does everything I need, and more. Keep up the good work!

  • @ChuckstaGaming
    @ChuckstaGaming Před 4 měsíci

    That was very informative, especially the use of functions whose purpose for some reason somewhat escaped me in the past, lol
    Thanks, and subbed! 😁

  • @Learn-archViz
    @Learn-archViz Před 2 měsíci

    Very nice overview! 👍

    • @UnrealverseLabs
      @UnrealverseLabs  Před 2 měsíci

      Thank you! It means a lot. As an architect myself, I'm familiar with your courses and they helped me a lot with Vray. Congratulations!

    • @Learn-archViz
      @Learn-archViz Před 2 měsíci

      @@UnrealverseLabs Great to hear!

  • @fairal123
    @fairal123 Před 4 měsíci +4

    Im a blender user and Im currently trying to use unreal engine, compared to blender, material or graphic nodes in unreal engine are much more complex, and this pbr tutorial really helped me, thank you mate!

  • @yuricampana5928
    @yuricampana5928 Před 9 dny

    Very good, my man
    I'm Brazilian, and it´s very hard to find good tutorials like this in portuguese!
    Please, if u can do a tutorial of glass and metalic material, i'm on a trouble with these :D
    Thanks!

    • @UnrealverseLabs
      @UnrealverseLabs  Před 8 dny +1

      Glad you like it! I could do some tutorials in Portuguese but I was wondering if anyone would watch. :D
      About Glass materials I'm planning to do a video about it. I give you a heads up when I posted. Thanks for the comment man!

    • @yuricampana5928
      @yuricampana5928 Před 8 dny

      @@UnrealverseLabs Muito obrigado, fico aguardando ansioso!

  • @nerokakashi939
    @nerokakashi939 Před 4 měsíci

    6-7 Years Later, we have Unreal Engine 6 ^^

  • @tbriceland
    @tbriceland Před 2 měsíci

    Great video! Thank you so much. I have a question. I love the idea of creating this master material and then utilizing it to create all other materials in my project. fantastic. I am very new to Unreal so please excuse my in experience if this question seems silly. How do I have this 'MAster Material' inside all my new projects? Do i need to create this 'Master Material' each time in a new project? Thanks so much 😁

    • @UnrealverseLabs
      @UnrealverseLabs  Před 2 měsíci +1

      Hello and thank for your comment! Your question is really good. To do that, you need to go in your master material inside of the Unreal, RMB on the material and choose the option "Asset Actions" and then "Migrate". After that you need to choose the project that you want to migrate to.

    • @tbriceland
      @tbriceland Před 2 měsíci

      @@UnrealverseLabs OK. So sort of the same 'process' to get assets into your project from the Unreal Marketplace. Thank you!!! 👌

  • @michaelkukula5926
    @michaelkukula5926 Před 4 měsíci

    Sorry but I don't understand, @7:00 why not just use a Multiply and Scalar Parameter? Does also including the Components masks actually make a difference?

    • @UnrealverseLabs
      @UnrealverseLabs  Před 4 měsíci +1

      Hey @michaelkukula. If you're referring to ambient occlusion (AO), you just need to use a Multiply and a Vector 1 Param to control the AO Strength. This is different from Roughness and Normal, as they function differently. Also, for AO, you don't need to isolate any channel using masks if you have the AO map alone. You would only need to isolate a channel for AO if you're using an ORD map.

    • @michaelkukula5926
      @michaelkukula5926 Před 4 měsíci +2

      @@UnrealverseLabs Oh sorry. It showed the wrong timecode for some reason. I meant the normal starting around 4:58

    • @UnrealverseLabs
      @UnrealverseLabs  Před 4 měsíci +3

      Oh sure, about the normals, it's a bit complicated how it works under the hood, but long story short:
      We need to mask each channel in the normal because each channel stores different information.
      Red Channel (X-axis): The red channel represents the X-axis or the horizontal direction. It determines how the surface faces left or right.
      Green Channel (Y-axis): The green channel represents the Y-axis or the vertical direction. It determines how the surface faces up or down.
      Blue Channel (Z-axis): The blue channel represents the Z-axis or the depth direction. It determines how the surface faces toward or away from the viewer.
      So, when we increase the intensity of the R and G values, we're increasing the intensity of how the normal vector is applied to each pixel. Then, together with the blue channel, we translate this information to the texture.
      I hope it helps!"

    • @michaelkukula5926
      @michaelkukula5926 Před 4 měsíci

      @@UnrealverseLabs ah cool! Thanks for the info!

  • @arjungowda6452
    @arjungowda6452 Před 4 měsíci

    It's works in pathtrace??

    • @Gasetasierra
      @Gasetasierra Před 4 měsíci +1

      Yes, you can use this workflow for build your materials and then use Path Trace rendering

    • @UnrealverseLabs
      @UnrealverseLabs  Před 4 měsíci +2

      Thanks @Gasetasierra! And you can Path Trace using the same workflow!

    • @arjungowda6452
      @arjungowda6452 Před 4 měsíci +1

      @@Gasetasierra Thank y❤u

  • @GMTechArt
    @GMTechArt Před 4 měsíci

    The normal map does not work correctly when rotated.

    • @UnrealverseLabs
      @UnrealverseLabs  Před 4 měsíci

      Hello! What happens to the normal when you try to rotate?

    • @GMTechArt
      @GMTechArt Před 4 měsíci

      czcams.com/video/iXqCszt3LbE/video.html@@UnrealverseLabs

    • @GMTechArt
      @GMTechArt Před měsícem

      czcams.com/video/iXqCszt3LbE/video.html @@UnrealverseLabs