From the course: Unreal Engine: Creating Templates for Visualization Projects
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Creating a basic master material: Part 2 - Unreal Engine Tutorial
From the course: Unreal Engine: Creating Templates for Visualization Projects
Creating a basic master material: Part 2
- [Instructor] Having started creating a generic and yet hopefully versatile master material for our startup template, what we want to take a look at next is how we might add a bit of extra functionality to the diffuse or base color channel before moving on to setting up the rest of the material's characteristics. To do this, let's with the material open in the editor, hold down the three key, and then click to automatically add a vector three node, which we will be using to add a color tint over the diffuse or base color map if wanted. Now, I am going to set a red value as the default here so that when the user turns the tint functionality on, they can see something very obvious happen, whereas if we just leave this set to black, it could potentially look as if something has just gone wrong. Now, this is just a personal choice based on what I have observed. Dragging out from the vector three node, we can next search…
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Contents
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Creating useful folder structures5m 9s
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Adding sun and sky lighting7m 50s
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Building a post process volume7m 9s
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Quality lighting setup4m 31s
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Placing static cameras for stills4m 55s
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Constructing a playable camera8m 56s
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Setting up a basic terrain3m 53s
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Creating a basic master material: Part 14m 35s
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Creating a basic master material: Part 25m 10s
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Creating a basic master material: Part 36m 2s
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Parameter organization in the Unreal UI4m 22s
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