#UE5

Sdílet
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 ...

Komentáře • 32

  • @ShuHayli
    @ShuHayli Před rokem +11

    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 :)

    • @sarkamari
      @sarkamari  Před rokem +5

      Amazing to hear this. This channel is still very young but please do spread the word if others wish to skill up. ;)

  • @Ninjibpsy
    @Ninjibpsy Před měsícem

    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!

  • @anatolimitkov3976
    @anatolimitkov3976 Před 11 měsíci +3

    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

  • @tommygunn2782
    @tommygunn2782 Před 3 měsíci +1

    Beautiful tutorial - absolutely excellent in every way! Thank you so much, I will be using these material tips forever now.

  • @kathystephens4922
    @kathystephens4922 Před 7 měsíci

    Incredibly helpful, thank you!

  • @uweSM
    @uweSM Před rokem +1

    Brilliant - thank you very much for this fantastic explication and your effort!!

  • @michaelholzbauer679
    @michaelholzbauer679 Před rokem +1

    Thank you so much, Reza!

  • @dariocarballo2614
    @dariocarballo2614 Před 11 měsíci

    Very nice video as usual. Thank you.

  • @lucasrivera1488
    @lucasrivera1488 Před 8 měsíci

    GREAT TUT. THANK YOU!

  • @kashancadstudio4614
    @kashancadstudio4614 Před 8 měsíci

    Raza Sir, you are the best.

  • @cgnovice2969
    @cgnovice2969 Před 8 měsíci +1

    Great video! Anyway i can expose the power of the emission per blueprint so that i can control it in game?

  • @MultiCasse
    @MultiCasse Před 6 měsíci

    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.

  • @roddy_the_body
    @roddy_the_body Před 2 měsíci +1

    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

    • @sarkamari
      @sarkamari  Před 2 měsíci +3

      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

  • @Utopia2023Game2
    @Utopia2023Game2 Před 10 měsíci

    kheili karet doroste dastmarizad ...

  • @ukmonk
    @ukmonk Před 4 měsíci

    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?

    • @sarkamari
      @sarkamari  Před 4 měsíci +1

      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

  • @SkribblerStudios
    @SkribblerStudios Před 26 dny

    ❤‍🔥❤‍🔥❤‍🔥

  • @anthonyhoganson9527
    @anthonyhoganson9527 Před 11 měsíci

    You explained the nodes so perfectly. Do you plan on covering Substrate at any point?

  • @MrCharlesCorleone
    @MrCharlesCorleone Před 6 měsíci

    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.

  • @LoLicEE1
    @LoLicEE1 Před 5 měsíci

    You're the best! omg

  • @cg_partner
    @cg_partner Před rokem +3

    👋👋👋

  • @EnrizeStockMusic
    @EnrizeStockMusic Před 2 měsíci +1

    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.

    • @sarkamari
      @sarkamari  Před 2 měsíci

      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:)

  • @Wtfukker
    @Wtfukker Před 8 měsíci +1

    S + click creates a scalar parameter, to bypass the constant creation