#UE5
Vložit
- čas přidán 21. 07. 2024
- - You can access the scene file via www.patreon.com/posts/source-...
- Check out my Unreal Engine playlist via: • UNREAL Engine Series
- You can access our shop via: / @sarkamari
In this detailed tutorial, we will explore the intricacies of utilizing material inputs, adjusting the glow intensity, and leveraging complementary nodes like Fresnel to add complexity and depth to our emissive materials. Additionally, we'll delve into the use of texture masks to achieve light emission through textures. I've packed a wealth of information into this single video, so let's not waste any time and dive right in to get started.
- Follow me on:
X: / sarkamari1
Instagram: / sarkamari.cg
Reddit: / sarkamari
Bookmarks:
00:00 Let's get started
02:26 Material Input
06:20 Emissive Strenght
10:40 The Fresnel Expression
16:04 Using Texture Masks
@sarkamari @unrealengine #sarkamari #ue5
- Background Music by @Limujii
- Intro music by Limujii - Sweet Talks (No Copyright Music) Watch: • Limujii - Sweet Talks ...
Your method of teaching is amazing, very easy to follow. Definitely learnt so much from you! I actually assumed that your video had many more views. I hope this channel blows up :)
Amazing to hear this. This channel is still very young but please do spread the word if others wish to skill up. ;)
Phenomenal video. You not only show what to do, but explain why. Especially regarding use of nodes. I've followed many tutorials that really don't leave me with the understanding of how it works. The biggest hurdle I find with blueprints is knowing what nodes are available and what their functions are. Thank you for your videos!
20:30 for multiply node you can hold M and left click, just like holding 3 for color vector. I must say, this is my 5th video in a row that I watched from you. So much detail and well explained. Thank you
Beautiful tutorial - absolutely excellent in every way! Thank you so much, I will be using these material tips forever now.
Incredibly helpful, thank you!
Brilliant - thank you very much for this fantastic explication and your effort!!
Thank you Uwe 🙏🏼
Thank you so much, Reza!
Very nice video as usual. Thank you.
Amazing to hear
GREAT TUT. THANK YOU!
Raza Sir, you are the best.
Great video! Anyway i can expose the power of the emission per blueprint so that i can control it in game?
is the smothnes of the animation dependent on some parameter in engine or is it only for the video compression? and is it possible to combine different materials one emissive and panning and the other one static.
My emissive material always looks white with the colored glow, I'm using the same settings as you in the video. I'm on UE 5.4.1
1. Check Emissive Color Settings:
Ensure the Emissive Color input is set correctly. Use a color node to define the color you want your material to emit.
2. Adjust Emissive Intensity:
Emissive intensity can sometimes cause the material to appear white if it’s too high.
Use a Multiply node to control the intensity of the emissive color.
3. Check Auto Exposure Settings:
Unreal Engine’s auto exposure can affect how emissive materials appear.
In your project settings, you can adjust the exposure settings. Alternatively, you can disable auto exposure:
4. Scene Lighting Considerations:
Ensure that the overall lighting in your scene is not too bright, which can cause emissive materials to appear washed out.
I hope this helps
kheili karet doroste dastmarizad ...
nice video thank you but if you increase the strength with any color it 'whites out' any way of keeping OG color like green for eg and just making it glow more?
That is correct. That's why I always to tend to add glow in Post either via Post processing OR for cinematic I do it in Nuke
❤🔥❤🔥❤🔥
You explained the nodes so perfectly. Do you plan on covering Substrate at any point?
Absolutely
Stay tuned
I get lost in how do you do the single channel map that comes from the diffuse map. And where do you get the texture. Thanks.
Here 16:56
You're the best! omg
Right back at you 😁
👋👋👋
👋🏻
Hello, im trying to understand this, but can't find answer anywhere. Why multiply RGB parameters also increase intensity? As i understand it only changes color from black to white and all the colors inbetween. How it also affect intensity? Thanks.
When you multiply a color by a scalar value greater than 1, each component of the color (Red, Green, Blue) is scaled up, which increases the overall brightness and perceived intensity of that color.
Hope it makes sense:)
S + click creates a scalar parameter, to bypass the constant creation