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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