Crear PBR
Instances
Material Instances:
Using material instances to speed up your workflow: Create parent material and expose some parameter for tweak in material instances. StaticSwitch material for enable/disable certain functionalities in the material.
Setting up groups and parameters list properties: In detail panel set a Group name (as in blueprints)
Dynamic Material Instances:
Tweaking Material at Runtime: BP_ShaderBall: Event graph: CreateDynamicMaterialInstance and Set(Texture/Vector/Scalar)ParameterValue
Adding the level blueprint: Level blueprint: Event graph: EventBeginPlay SetMouseCursor and SetEnableClickEvents from GetPlayerController. GetHitResultUnderCursorForObjects from MakeArray(WorldStatic and WorldDynamic). GetClass from HitActor and test if ClassIsChildOf, if True CastToBP_ShadderBall and ChangeColorEvent with RandomUnitVector.
Parameters and functions
Material Parameter Collections:
Tweaking multiple materials at the same time: MaterialParameterCollection (populate with names and values). In materialEditor use CollectionParameter for access it.
Adding Interaction at Runtime with bluperints: Level blueprint: Event graph: If HitActor (==) SelectedObject and SetVectorParameter with RandomUnitVector
Material Function:
Creating custom material nodes which can be shared to other materials: MaterialFunction (nuevo archivo con funciones específicas replicables)
Using custom material function inside a material: In MaterialEditor Details panel ExposeToLibrary=True.
Shader options
Shading models:
Subsurface: Comparing clear coat shader options. How light affects it.
Building the clear coat shader: Extra layer on top of material
==Two sided foliage: using two sided foliage (in the material editor -> details panel -> shadingModel) to simulate a traslucent subsurface effect.== Cloth - Creating realistic cloth surfaces
Material input
Tinted Glass:
Initial shader setup:
Vertex painting:
Fresnel function & planar reflections
==Creating a frosted glass effect==
Displacement:
Using displacement mapping to create rug and fur effects
Using vertex colors to control the effect Vertex animation with materials
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