Unreal Engine Materials in 6 Levels of Complexity

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pwnisher

pwnisher

Күн бұрын

As a reminder folks! I’ve been selected as a judge in the official Honkai: Star Rail 3D Challenge! Make sure to join in on the fun and tune into my livestream on May 17 where I judge the submissions! hoyo.link/8sEiFBAL
Add this Master Material to your project right now with 50% OFF this week: bit.ly/TheMasterMaterialGumroad
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After this video, materials in Unreal Engine won't be a problem for you. Because we're building a future-proofed master material, that all other materials will spawn from, in six levels of complexity. And we'll only have to build it once, because you can use this across all your past, present and future Unreal projects.
In level 1 I'll show you how to create a material, add textures to it, and make them swappable for other textures. In level 2, well add brightness, contrast, saturation, tint, roughness, specular and normal intensity controls to those textures. Level 3 is where we'll add switchers for each category incase you'd rather control them via 0-1 sliders vs using a texture. Level 4 w'ell cover material functions and build a position, scale, rotation function so we can tile and slide our textures around. In Level 5 we'll integrate surface imperfections into the roughness channel, complete with all the controls you'd want for blending the two together. And in level 6, we'll integrate a dirt overlay function into the albedo/color category, complete with their own position, scale and rotation controls too. Then finally, to wrap things out I'll show you how to migrate the master material to all your other projects, and how to actually use what we just created on a piece of art! This is a video I've been looking forward to dropping, so I hope it helps you a ton!
Edited by the glorious Matt Esteron: @l0fitherobot
CHAPTERS
00:00 You can do it!
01:39 50% off my Master Material
01:57 How Material work in Unreal Engine
03:44 How to Create a Material
04:23 Level 1 - Basic Material Setup
06:25 Honkai: Star Rail 3D Art Reveal
07:30 Level 2 - Color Correction & Intensity Sliders
13:20 Level 3 - Swap between Textures or 0-1 Sliders
17:24 Level 4 - UV Controls with Material Functions
23:15 Level 5 - Surface Imperfections
30:53 Level 6 - Dirt Texture Overlay
35:48 Migrate to Other Projects
38:09 Using our Material (finally!)
43:27 If you liked this video, then check these out!
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Пікірлер: 337
@pwnisher
@pwnisher 13 күн бұрын
Check out the Honkai: Star Rail 3D Challenge here: hoyo.link/8sEiFBAL --- MATERIAL VERISON UPDATES AND WISHLIST: v3 RELEASED: - added snow/dust layer controls - redesigned the normal map node structure - added "color correction" dropdowns for anything that uses (brightness, contrast, saturation, min/max) - disabled unneeded plugins from UE project file - added switchers & controls to use textures for metallic, opacity and emissive (with placeholder black_solid in the texture slot) - using the terminology "scale" as opposed to "tiling" as it's more accurate. WISHLIST: -realtime edge and recesses matte (curvature map) -option for packed textures (ORM, ORDp, etc.) -displacement -named reroutes -world aligned node for meshes w/o UV's.
@peetroar
@peetroar 12 күн бұрын
This was such a well presented and useful tutorial that has really inspired me. The step by step journey you are take us on is so approachable and gives a practical insight into materials. Would really love a new video to cover these new features as level 7 and beyond!
@pwnisher
@pwnisher 10 күн бұрын
@@peetroar Thanks so much for the love and support! Yeah if things align, I don't see why not a part 2 wouldn't be fun =]
@Junglejuz
@Junglejuz 10 күн бұрын
Thanks for this great video. Perhaps on a bit more advanced topic, my only request would be to include some love for glass materials. This is very important for architectural work. For example: 1) TINTED GLASS - Most glass has varying degrees of iron, giving it a green tint. It's more visible the thicker the glass is. Other glass is purposefully coloured. 2) REFLECTIVE GLASS - Has a thin layer of metallic or metallic oxide coating making it more reflective 3) DICHROIC GLASS - Can display multiple different colors depending on lighting conditions. (Maybe Substrate materials will be more capable of this) 4) TEXTURED GLASS - Displaced surface (Best seen with proper refractive ray tracing, which Lumen is still limited with)
@zoeintelligence
@zoeintelligence 9 күн бұрын
@@Junglejuz there's a package on marketplace called Advanced Glass material. check it out
@issacdhan
@issacdhan 7 күн бұрын
@@pwnisher Just to inform, Your this video screenshots and clips were used on this video. kzbin.info/www/bejne/eXO7anipm9Ora6s
@HomAxz
@HomAxz 13 күн бұрын
Watched the whole thing, great explanation! Some good suggestion already in the comments: I would suggest generally using a few more functions to clean up your master, adding detail normal (u can use BlendAngleCorrectedNormals node for that), adding a texture slot for metallic. Also I would suggest you to look into some blend nodes for combining your imperfections (blend_screen for example). You could also add some blank texture samplers for when you need to swap your Shading model, or use different masters for each. Another great organisation tip is using named reroutes. Small but very useful workflow tips: - toggle "hide unrelated" at the top of the graph, makes working on large materials a lot more managable. - press q when having nodes selected to straighten the connection! For more advanced stuff, you can make your own shader using Material Attributes (Layered Materials). Also for anything shader related, Ben Cloward here on youtube is the best teacher!
@pwnisher
@pwnisher 13 күн бұрын
My god! Thank you for ALL of this!!!
@shark3D
@shark3D 13 күн бұрын
replying here just to have a reminder to self!
@curtissmith1507
@curtissmith1507 11 күн бұрын
same i will forget immediately
@SuleBandi
@SuleBandi 10 күн бұрын
@@curtissmith1507 me too
@sanjeevansingh6090
@sanjeevansingh6090 9 күн бұрын
thxx
@lordnaps
@lordnaps 13 күн бұрын
so helpful clint. i’ve recently been hired as an unreal artist for a commercial studio and thought that my knowledge in blender would transfer over and it definitely hasn’t been as easy, especially with the the way materials are set up. the material instance feature alone is different enough that needed its own understanding. super dope vid
@pwnisher
@pwnisher 13 күн бұрын
YES! So glad u can benefit from this!
@jomesias
@jomesias 13 күн бұрын
The blender node system is more straightforward. But materials and Niagara system are quite powerful!!
@pks_90
@pks_90 10 күн бұрын
@lordnaps Which studio? I am also looking for start to career as Unreal engine artist. Is there remote job ? Can you share details like website or LinkedIn profile
@dreadthedrums
@dreadthedrums 13 күн бұрын
Great tutorial, well explained. I think the other things key to a "Master Materal' would be to have nanite displacement controls (for 5.3 onwards displacement is back) + alpha controls for masked materials. Would also be interesting to have a switch for transparent materials (not supported by nanite), so one could still use the same master material, but switch when you need a transparent material. Also material blending controls to remove tiling etc would be very useful. Keep up the good work
@pwnisher
@pwnisher 13 күн бұрын
All features im planning to add yes!! The v1 actually has the opacity mask feature you’re mentioning.
@3TQHAJSHNQ
@3TQHAJSHNQ 12 күн бұрын
@@pwnisher I'm about to buy the master material, will these updates you plan to add be free for people who already bought it?
@MigiloDiPilo
@MigiloDiPilo 14 күн бұрын
I would suggest add something for emmisive, detail normals(for large objects), opacity option, and an option for objects that do not have any UV's, so an WorldAligned option. Oh and an option to use packed textures (quixel and SubPainter use that a lot)
@bernardvezina-gagnon24
@bernardvezina-gagnon24 13 күн бұрын
Some bump offset or parrallax occlusion mapping would be nice
@pwnisher
@pwnisher 13 күн бұрын
Yeeeeees!!!! World aligned is what ive been looking for then!! I hate UVs and am glad i have an avenue to dive down now. Thanks mdzine
@anastasiatamir8652
@anastasiatamir8652 10 күн бұрын
Amazing Tutorial man! Feel so lucky to have seen you do it live at the event last time :) Thank you so much for being such an amzing creator and sharing you knowledge!
@pwnisher
@pwnisher 10 күн бұрын
That was so much fun! Now lets see if I can pack this into 20 minutes!! xD
@theKoolcentre
@theKoolcentre 8 күн бұрын
Thanks Clint for this amazing tutorial! It makes life so much easier! So many things I still have to discover in UE and I am happy there are skilled artists all around to teach me more :) Keep up the good work!
@nokander
@nokander 13 күн бұрын
Level 7 : Displacement. Ooohh boy that feature sure has some weird scaling variables.
@pwnisher
@pwnisher 12 күн бұрын
Yeh I really wanna look into this!
@wolhoffacep104
@wolhoffacep104 11 күн бұрын
Yes displacement please
@JoshuaMKerr
@JoshuaMKerr 9 күн бұрын
Hey Clint! Great work on this video, must have been a hell of an editing job...by the way killer thumbnail! I love filmmaking and virtual production in Unreal Engine, it changed everything for me. Keep up the solid work, It's not easy but you're killing it.
@Khaled_Rushdy
@Khaled_Rushdy 11 күн бұрын
That was Awesome Pwnisher... I followed along till the end and created my first Master Material.... thanks A lot
@pwnisher
@pwnisher 10 күн бұрын
Oh heck yeah!! Thanks for watching all the way through!
@dontkillmejay8570
@dontkillmejay8570 14 күн бұрын
Damnnn judge for the Star Rail competition? That's awesome. Can't wait. Fantastic tutorial by the way, learned a lot.
@ObilloFitz
@ObilloFitz 5 күн бұрын
This was anvil-heavy Firing Unreal for the first time this week, so this is super useful Much. Thanks
@Scouty
@Scouty 14 күн бұрын
Another amazing video! Materials have been the scariest part about learning UE for me. Great job demystifying them!
@pwnisher
@pwnisher 13 күн бұрын
Oh waddup Scouty!! So glad its helpful! I gotchu man!
@umusachi
@umusachi 9 күн бұрын
Amazing! This just might be the best materials video out there. Top notch. Thank you!!!
@yungcrisp8027
@yungcrisp8027 12 күн бұрын
I was looking for something like this a few weeks ago and had to piece together parts from multiple vids to get what I wanted. This vid has it all in one! Thanks Clint!
@pwnisher
@pwnisher 12 күн бұрын
So glad to hear! Thanks for stopping by!
@AskKory
@AskKory 13 күн бұрын
Now this is the type of vids I love as someone who hasn't touched any real work with this stuff just enjoy the content made about it. No video has made me want to begin working with this stuff then these. I hope the vid does well I know I'm sharing it around so I can see a lot more of this content :D Love it keep it up :)
@pwnisher
@pwnisher 13 күн бұрын
Thanks soooo so much for the support!! 🙏🏼
@AskKory
@AskKory 13 күн бұрын
@@pwnisher Thank you ive been following your content since you started at corridor.
@ItsCliffGaming
@ItsCliffGaming 13 күн бұрын
I've watched a lot of material tutorials, and this one by far had some of the most useful information and it was the easiest to follow. Thank you!
@pwnisher
@pwnisher 13 күн бұрын
Yo that means a lot! Thank you and I'm glad it was helpful!
@TheGamingzombie1
@TheGamingzombie1 13 күн бұрын
Such amazing explanations of materials! I can’t wait to bring these ideas into my games in Unity as well!
@sputnikcinema
@sputnikcinema 13 күн бұрын
Amazing! This is super helpful thanks Clint, as always bringing the power to the people!
@patrikbaboumian
@patrikbaboumian 13 күн бұрын
This is a great intro to Materials in UE Clint. Thank you!
@davidcroucher6262
@davidcroucher6262 12 күн бұрын
Thank you so much. I've seen so many beginner unreal tutorials that tell you to use material instances, but none of them ever explained the performance benefits! I always thought it seemed like a lot of effort to go through just so you could see changes without clicking compile. Now I know better. Thanks Clint.
@pwnisher
@pwnisher 11 күн бұрын
Yeah for sure! I try to break things down so we can all understand WHY were doing stuff. Thanks for watching and stopping by.
@MikolajF
@MikolajF Күн бұрын
What is in this wideo about performance is not true. Yes- changing MI vs MM settings will be slower on MM because master is where the actual code is and it needs to recompile while saving, but MIs inherit the code so no recompiling. I was facepalming so hard my head hurt. Using MIs is a memory thing and a matter of convenience. Let say you have 2 assets, and you want them to use the same textures but different tiling. You DON'T want to use 2 different materials where the dif is only a tiling. UE doesn't know they are almost identical and it will keep both in memory. When using the same material with two different Mis, you will have just one code with parameters in memory. Its like building one slow blender for some gentle preparation and another very fast for liquefying something vs one blender with multiple speeds. Its faster in use and takes less space ;)
@jeremiahgallo1055
@jeremiahgallo1055 10 күн бұрын
I've been watching you since the beginning of Corridor Digital. And if it wasn't for your 3D tutorials like these or showcasing of your guys' amazing skills through your short films, I wouldn't have a career in the industry. Thank you so much Clint and praying for your continued success always.
@blackopscg
@blackopscg 13 күн бұрын
I followed this video step by step, learned lots of skills, appreciate for sharing. Thanks again!
@Dani_dog
@Dani_dog 13 күн бұрын
not me just randomly watching this despite not using unreal engine lol
@HowToHighrise
@HowToHighrise Күн бұрын
I think I've learnt entire unreal engine without ever using it 😂
@hugojackson6822
@hugojackson6822 6 күн бұрын
Awesome video, and brought a lot of answers to questions I've asked myself for quite some time! Wishlist: Would love to see a different way to use Surface Imperfections, as an overlay rather than a linear blend, how you would add some scratches on a polished surface by adding (screening) it on top of the base roughness map. Always struggled to do this in an effective way!
@sturm3d
@sturm3d 19 сағат бұрын
Great stuff! for the UV projection part I would add a Local/World Switch to get the additional option to enable projection of textures in world space. With Absolute World Position is an alternative to the TexCoord Input.
@franktitoni
@franktitoni 13 күн бұрын
Excellent Tutorial! Very clear and easy to understand! Thanks again Pwnisher!
@pwnisher
@pwnisher 13 күн бұрын
Im glad! Thanks for watching! 🙏🏼
@MackeeMouseMedia
@MackeeMouseMedia 13 күн бұрын
HECK YEAHHHH thank you so much for making this video. I’ve been trying to go down this road and following your videos are so much more helpful than the patchwork of tutorials I’ve been looking at ha
@pwnisher
@pwnisher 13 күн бұрын
YES! So glad it’s helpful to you!!
@arnoldsoko
@arnoldsoko 13 күн бұрын
Thank you! i'm saving this on my important playlist. 🙌🏿🙌🏿
@kadenspence9235
@kadenspence9235 10 күн бұрын
Unbelievable how you explain such complexity into understanding. Thank you!!!
@seankennedy4548
@seankennedy4548 8 күн бұрын
Great tutorial! Thanks. This answered a lot of questions I had on mixing textures and imperfections
@reimagineuniverse
@reimagineuniverse 13 күн бұрын
I was literally searching for good UE tutorial to start finally learning and this video popped up ok no need for anymore sign. Thank you. Can I say I love you.
@jakelaxfreak12jm
@jakelaxfreak12jm 13 күн бұрын
I Loved this complete walkthrough of how simple vs complex a material can develop. Watched in full! One-stop-shop with you videos haha. I'm curious how UE will continue to develop the experimental Substrate material work flow. That might be another can of worms to unpack though a lot of the concepts from what was shown would apply! Thanks for this Clint!
@pwnisher
@pwnisher 12 күн бұрын
Im soooo glad you feel that way about my videos! That's always my goal, one-stop-shop! You said it perfectly =] And yeah! Substrate just looked weird and confusing, and I probably wont use it until they force it on us, or until Winbush puts out a video thats called like "Youve been Sleepin on Substrate" and makes me think otherwise.
@KevinMerinoCreations
@KevinMerinoCreations 13 күн бұрын
Continue to be so impressed with your knowledge share! You are a master resource on master materials (and so many other topics)! 👏👏👏
@pwnisher
@pwnisher 13 күн бұрын
Thanks so much!! I just love diving in deep and helpin other artists like myself understand this stuff
@bolbolegypttuber
@bolbolegypttuber 10 күн бұрын
Very helpful really I learned a lot of tip and tricks from this tutorial Just i want you to add some small details : • Global UV for all and option for each channel to control UV if we need • Give me access for Global UV scale uniform for X&Y beside X only or Y only for some purpos no need to use x only or y only • what about mask opacity, cloth, and big important thing GLASS & Curtain pass light with shadow 🧐 we need to learn all of this Specially curtains realistic passing light with/without raytracing shadow active • Displacement !! On/off option • AO I know this option to work in UE5 must turnoff Allow static light in settings But it's important to add it in Master material we need it with any hidden feature if it need That's what i remember for now Finally thanks for your effort really I appreciate it
@luispompa827
@luispompa827 3 күн бұрын
Great clean straight to the point. Thanks.
@issacdhan
@issacdhan 11 күн бұрын
Thank you very much for such a detailed Material Tutorial.
@Shemini-bu8yq
@Shemini-bu8yq 5 күн бұрын
Hey, great tutorial and a good starting point. I won't suggest new features as you are likely gonna add many in the future, but I think it is worth mentioning that it is generally better to have your power (contrast) nodes before your multiply ones. You can achieve the same results either way, but if you have modified the contrast, then the multiply will have a different impact (as the contrast turns linear changes into exponential changes) and it might be really finicky to get it right sometimes. On the other hand, if you swap them the multiply will always behave linearly and will be easier to control, as it is affecting the result of the power node. Keep the great job! It's always nice to see your content
@pwnisher
@pwnisher 4 күн бұрын
Super useful tip 🙏🏼
@sujanpoultopno1397
@sujanpoultopno1397 12 күн бұрын
This is the upmost best tutorial for unreal engine material part. I learned it, loved it and enjoyed it Sir👍
@pwnisher
@pwnisher 11 күн бұрын
Yaaaaaaaaaay! So glad to hear!!!
@faebetutorials
@faebetutorials 13 күн бұрын
Awesome work loved every minute of it. Scary to fully commit to unreal but with Tutorials like that it gets easier and easier. Maybe next up a Master-Landscape Material?
@pwnisher
@pwnisher 13 күн бұрын
oh man i dont even know what a master landscape is! But it sounds cool cause I love environments
@faebetutorials
@faebetutorials 12 күн бұрын
@@pwnisher Hahahah yeah its so cool it adapts automatically depending how steep an area is. So for example if a mountain has a grass material the steeper areas will have a stone material. And you can do alot more for example height base textures to create snow at a certain height!
@pwnisher
@pwnisher 12 күн бұрын
@@faebetutorials That's so awesome! I love that!
@BudMyrick
@BudMyrick 11 күн бұрын
Great tutorial Clint! Thanks. I modified a couple of things to make it a little more accurate. 1) I changed the LERP for the Surface Imperfections to an Add. This doesn't change the material's intrinsic roughness, but adds the roughness. I just used a multiply on the Surface Imperfections to control how much I'm adding. 2) The Dirt should also affect the roughness, so I added a Static Switch that allows you to add the dirt to the roughness. I also set my version up to use packed maps for AO, Roughness & Metallic.
@pwnisher
@pwnisher 10 күн бұрын
Yeeeeeeeeeeeees to number 2!!!!! I need to do this! And yeah im learning about packed textures, so it'll be in the v4 (v3 is live if you wanna redownload it)
@BudMyrick
@BudMyrick 10 күн бұрын
@@pwnisher I'm glad you like the suggestions. The thing about the 1st mod is that it won't affect the areas that don't have surface imperfections. The LERP will change the underlying roughness values as a whole.
@Kondratevio
@Kondratevio 11 күн бұрын
Great video as always. Little tip: To add reroute node just double click the node line
@pwnisher
@pwnisher 10 күн бұрын
WHHHAAAAAAA!!!!???!!!????!!! Frick YES!
@cutlervanalstine2984
@cutlervanalstine2984 6 күн бұрын
You beat me to this comment so I'll add another tip for a clean graph here: selecting multiple nodes and pressing Shift + W will align them by the top of the nodes, so you can get those perfectly straight connections without constantly wiggling nodes around by hand. (and Shift + S, or A, or D aligns in other directions)
@PoulouThmout13
@PoulouThmout13 9 күн бұрын
Best unreal tutorial I've watched so far. Keep the good job, you're a treat 😘
@Sheriftolba_
@Sheriftolba_ 13 күн бұрын
Words cannot express how helpful this is!
@FrancescoFaranna
@FrancescoFaranna 6 күн бұрын
Just started with unreal and this was super helpful. Thanks for that! The only thing I’m missing isanother group for translucency/opacity to create thinks like glass, tinted glass, or materials with holes and things like that and also maybe emission. Then I would have averything I need for the beginning😊but still this is a great start, so thanks again!
@wayneparker1235
@wayneparker1235 13 күн бұрын
An absolute life saver Clint! Thank you soooo very much for sharing this! One cool feature would be to add directional dirt to, say, top of walls etc. I honestly have no idea whether this is possible or how one would go about doing this! Thank you again!
@pwnisher
@pwnisher 13 күн бұрын
Oh it’s tooootally possible and i’ll have this updated by next week!
@wayneparker1235
@wayneparker1235 13 күн бұрын
Still trying to get my head around the beast that is Unreal. Between you and William, I think I’ll get there! Thank you again!🙏👊
@OfficialCloverPie
@OfficialCloverPie 13 күн бұрын
LOVED THIS MAN. Thank you so much..!!! Would love to see some Substrate material tutorial...!! Or maybe some Particles or procedural Stuff!!!
@kmanL3G3N3D
@kmanL3G3N3D 10 күн бұрын
Awesome Awesome Awesome! I realized at 30:30 that priority level is separate for each group, so thank you for showing that. I would have mentioned that earlier if it was me, but at least I get it now. You rock man. Also, for my MM I would add emissive toggle with intensity, color, maybe a mask for inner and outer radius. I would also add a way to make it look cell-shaded. I'm guessing you would use like an edge mask. And lastly, I would add the option to input a color pallete, mostly for Niagra effect purposes.
@griingopolski7018
@griingopolski7018 9 күн бұрын
awesome tutorial. brilliant! i cant seem to find an awesome glass texture that reacts to lighting properly. A master glass would be awesome. great work!
@mansfault3734
@mansfault3734 2 күн бұрын
Thanks for this. I was up until 1 am building and tweaking this. I've floated from Blender to CD4, back to Blender and now Unreal Engine. Blender / UE seem to be a great combo for me.
@stephacdstreamero2190
@stephacdstreamero2190 16 сағат бұрын
Ok, so watvhed it and learned 10x then most videos ive seen. Hope you do way more along these lines. This is along the lines ive been needing. So total noob question, so how do you handle a simple color slider/scaler when your albedo is on an asset looks like a full UV map for multiple assets mixed into one?
@maxkunst3063
@maxkunst3063 9 күн бұрын
you anwsered so many questions i had about UE5 in just the first ten minutes alone. you are amazing
@jonos138
@jonos138 4 күн бұрын
Brilliant! Ive been fumbling my way through UE for sometime. Can now see where im doing my textures wrong. The only thing that is difficult coming from other software, is learning how to create these materials using specific nodes. Nothing is very intuative in unreal. For example, you dont know which nodes to use to create say a contrast. Youve shown it here, but i would never have thought to look for those specific nodes. Thats where the problem comes in. Why didnt unreal just create an albedo, spec, contrast, normal etc node to plugin? Why make it so complicated? I have to keep googling to just find out how and what nodes to use most of the time. This video is a life saver on explaining what to do and why. 👍
@alexanderalikin1210
@alexanderalikin1210 2 күн бұрын
Normal control can also be: lerp(float3(0, 0, 1), Normal, NormalStrength). Works both ways - for lowering and increasing). That’s because your Normal map is in tangent space and float3(0, 0, 1) is a flat normal in tangent space.
@nmokhtar
@nmokhtar 5 күн бұрын
I don't know if you're going to read this... but man that's some great work really!...keep going please!
@pwnisher
@pwnisher 4 күн бұрын
Thanks a ton 🙏🏼
@RahhmiPoofs
@RahhmiPoofs 11 күн бұрын
good stuff. The next layer I'd think would be a map with color layers, using R G B A as masks to hue-shift parts of the material. this is useful especially in games for changing outfits, hair colors and other such things for customization. You might consider a normal bump offset. Otherwise, this is pretty thorough. great work!
@WilliamFaucher
@WilliamFaucher 9 күн бұрын
Dang dude this is a solid tutorial! Master class level stuff
@muhamadvi-6382
@muhamadvi-6382 14 күн бұрын
so excited 👍🏼
@mrThepunisher92
@mrThepunisher92 13 күн бұрын
Thank you, Clint! You are a gentleman and a scholar!
@Kjasi
@Kjasi 8 күн бұрын
For organization: Named Reroute nodes help a lot, as it lets you have disconnected structures that are linked through separate nodes. So your common UVs can go into a node named "Common UVs" and then you can add an output of that reroute node everywhere you need it without wires going everywhere.
@CmikeDnD
@CmikeDnD 11 күн бұрын
YOU KNOW IT! (Build that bridge for us Clint!)
@pwnisher
@pwnisher 10 күн бұрын
Oh waddup Cmike! I gotchu boiiiiiii
@Gato_Gatuzo
@Gato_Gatuzo 6 күн бұрын
Hello Clinton, Just wanna say, great presentation on video, very clean and well explained step by step tutorial. Great Work Congrats ! 5*
@pwnisher
@pwnisher 4 күн бұрын
Thanks so much for checking it out!
@nicolasquilodran2659
@nicolasquilodran2659 8 күн бұрын
amazing explanation! thanks!
@donovanyoung7821
@donovanyoung7821 10 күн бұрын
Thank you, was super easy to follow.👍
@pscm9447
@pscm9447 15 сағат бұрын
Where have you been all these years? ahah I've experimented quite a bit on unreal at this point, but I must admit that I kind of avoided material blueprints since I didn't understand how they worked. Did a planet Earth for a project lately and began to get it a little since it involves a lot of material blueprints, but it was still kind of obscure to me. Your video just makes everything perfectly clear now.
@pinareris
@pinareris 14 сағат бұрын
Love this tutorial, exactly what i was looking for :) Thank you! Do you have any tips to make something soft looking? especially for fabric projects, giving that softer look
@igorkirdeika4765
@igorkirdeika4765 3 күн бұрын
Excelent explanation of material programming! One question would be whats the thing using specular map in a metalicRoughness workflow? PBR conventios tells us to use metal with roughness or spec with glossiness, or this things already changed? Thanks for the tutorial by the way!
@soulshard7229
@soulshard7229 7 күн бұрын
You forgot level 7 where you learn shader optimization techniques, level 8 where the materials allow for ultra customiztion of objects and characters, level 9 where you make complex realistic "simulated" surfaces such as water and level 10 where you start writing your own material domain.
@RAM_industrial_death_metal
@RAM_industrial_death_metal 8 күн бұрын
Thank you so much for this video!
@parthchotaliya3468
@parthchotaliya3468 9 күн бұрын
Dude thank you a lot!!!! May the unreal force be with you!!!
@kryptworld6
@kryptworld6 12 күн бұрын
This Video came just at the perfect moment thanks clint!!!!
@pwnisher
@pwnisher 11 күн бұрын
Glad to hear it =]
@illestgaming5069
@illestgaming5069 2 күн бұрын
Great tutorial took AGES to follow along and complete it but i only got unreal yesterday. one note You forgot to Blend Dirt in the same way you blended the imperfections so is texture or dirt. but from what you taught me earlier i was still able to add that functionality, :) Thank you for taking the time to make this tutorial you got my like and sub
@pwnisher
@pwnisher 2 күн бұрын
Thanks a ton for watching and building!! Mad respect! And thanks for the sub, welcome :)
@illestgaming5069
@illestgaming5069 2 күн бұрын
@@pwnisher bro thanks for teaching me how
@kyleacampbell
@kyleacampbell 6 күн бұрын
Did I just see a reference to Grandma's Boy? I love it here!
@pwnisher
@pwnisher 4 күн бұрын
Hahaha yeah dude Jp’s the best! 🤣
@omi.3D
@omi.3D 11 күн бұрын
Such a great tutorial!
@ShashwatPandey0482
@ShashwatPandey0482 14 күн бұрын
Great efforts! 👌
@joshua42777
@joshua42777 10 күн бұрын
first six minutes already learning new things, thank you!
@incrediblesarath
@incrediblesarath 13 күн бұрын
Thank you Clint 🙏
@jani557
@jani557 6 күн бұрын
This is awesome thanks :) I knew somethings in blender but in unreal i thought i never have a chance to get to know theese now i can use it in everywhere BIIG thanks. (transparency and emission would be nice but i think based on your Step by step i could managge to add them somehow) :)
@sealishproductions
@sealishproductions 12 күн бұрын
This kind of reminds me of the node grpups you can make in blender, Where you can hook up anything into the parmaters and change them for each object its applied to while keeping the node group an instance of itself
@bendvfx
@bendvfx 2 күн бұрын
This was a great and so helpful tutorial that covers everything except the displacement. I wonder whether you update the master material with displacement option available?
@pwnisher
@pwnisher 2 күн бұрын
It’s definitely something I can look into when i’m back (out for the next two weeks)
@xiro_one
@xiro_one 11 күн бұрын
Hi Clint! love your work ive been learning a lot from your videos on unreal. Coming from a non-3D background im diving to unreal as an alternative tool for VFX and 3D environment creation for live action and green screen work. because it seem much faster to a traditional 3d software for live action compositng. however im struggling a lot. It seems there aren’t many resources available that explain how to use it effectively for compositing. I would be really curios to learn about how you would utilize it and what your workflow would look like
@3rdDim3nsn3D
@3rdDim3nsn3D 5 күн бұрын
Very cool Tutorial man! The Material part was the one that holded me back the most to use UE on a daily basis. One suggestion i habe tho : Adding a parameter to be able to have an opacity slot like for example foliage or other stuff which needs an alpha or black and white image to cutout. How would we go about adding that parameter to our Master Material?
@pwnisher
@pwnisher 4 күн бұрын
Already got it added to the one on gumroad, but its as east as changing the material on the left to masked opacity (or something like that), and dropping a texture sample in opacity mask slot. To make it toggle-able just get a static switch parameter going piper into another parameter set to 1. Literally the same as like the roughness or specular setup, just minus any of the brightness or contrast nodes.
@3rdDim3nsn3D
@3rdDim3nsn3D 4 күн бұрын
@@pwnisher okay thanks clinton! I will just add it like you described here. Thanks again for your time🙏 you rock dude🔥
@asapg5827
@asapg5827 6 күн бұрын
Hey thanks for the video but the assets and surface I got from de quixel bridge only contain normalmap, default and masks , any idea on my problem?
@Exoclypse
@Exoclypse 9 күн бұрын
When rotating normal map UVs, you also need to rotate your normal map vectors. Example : normal map value of (x=1, y=0) vector is pointing right. If the UVs are rotated 90° CW it should now point down. However the value is still the same (1, 0), it needs to be rotated to be (0,1).
@Frayt_on
@Frayt_on 13 күн бұрын
An exceptionally interesting and high-quality tutorial 👍. However, it would have been much more interesting for me personally if it also showed how to include the option for triplanar, as I almost always use triplanar materials. Is it possible that you could demonstrate triplanar in the future?
@pwnisher
@pwnisher 12 күн бұрын
Yeah i wanna get away from having to use UV's. So that will probably the first update tbh. Figure out a way to bypass any UV's and just have your textures flow by default.
@TheRealKulpritGaming
@TheRealKulpritGaming 3 күн бұрын
Are you able to copy and paste nodes? I noticed you weren’t doing so and just wondering if it’s not possible or are you just doing it this way for the sake of the tutorial. Nevertheless great great video and I always love your tutorials
@pwnisher
@pwnisher 3 күн бұрын
Oh you definitely can! Just be sure to name parameters different thing or they’ll all control the same function. Ut yeah, more just for the tutorial.
@grilldj
@grilldj 4 күн бұрын
Excellent, detailed tutorial. As someone mentioned, wouldn’t it be better to put some repeated nodes into material functions, such as brightness, contrast, etc.? That way you’re taking advantage of real object oriented programming. Nice work and I learned a lot.
@lucasrivera1488
@lucasrivera1488 4 сағат бұрын
This is great! thank you so much.
@barricade292
@barricade292 13 күн бұрын
Hey thanks for this marvelous tutorial, i learned a lot from this, can you do a tutorial about animation blueprints, control rigs and stuff, that would be pretty usefull.
@keystonslater3774
@keystonslater3774 5 сағат бұрын
This is the best material video I've seen. Would all this setup work the same with the substrate material?
@bencetornai9348
@bencetornai9348 11 күн бұрын
amazing video, i would also love to see one about emissive materials!
@pwnisher
@pwnisher 11 күн бұрын
Already added to the Master Material on Gumroad! Along with metallic and opacity
@bencetornai9348
@bencetornai9348 10 күн бұрын
​@@pwnisher ​ Thank you i already purchased it, but I can't seem to figure out how to create a material that could create this result: drive.google.com/file/d/1fYEHT2ZHAaziotcfJ9UD0Gp25O4TNMRt/view?usp=sharing A glowing mystic stone. can you point me in the right direction?
@Patrick_4d
@Patrick_4d 8 күн бұрын
Ok this has to be the sign that I need to learn Unreal.. thanks a ton fam!!
@jerrythomas6649
@jerrythomas6649 11 күн бұрын
Thank you so much!!!
@namrog84
@namrog84 10 күн бұрын
Can you do a video tutorial regarding the Material Layer System and the Layer Stack? Adding some things like Dirt and Imperfections would be far more flexible in that kind of system. The approach is used by many large studios but very few videos/public knowledge on it.
@gunyanbox
@gunyanbox 10 күн бұрын
Another great content! ❤️
@mvcastelluccio
@mvcastelluccio 4 күн бұрын
Can we add displacement??? Great tutorial!!! Excellent all around
@emilebeaucagedemoreel6580
@emilebeaucagedemoreel6580 11 күн бұрын
Very nice vid, thanks ! Wondering, how can I add a parameters to easily flip my normal ? I feel it would be useful to add to the master since not every software exports the same type of normal ! I;ll search on my side, but just wondering if I can get the answer here :)
@pwnisher
@pwnisher 10 күн бұрын
I think its as easy as setting your normal intensity to -1
@GamingLikeAPro
@GamingLikeAPro 14 күн бұрын
Great Work
@pwnisher
@pwnisher 14 күн бұрын
Thanks a bunch!
@juca2000
@juca2000 8 күн бұрын
Amazing video, it helped me so much, but I have a few questions... If I need to create, let's say a tree or grass, would it be reasonable to add all those wind nodes and math inside of this MM, or would it be better to create a new MM for these? Another question...does a complex MM (if you don't turn on everything when instancing ofc) impact on the performance of the game? In other words, is it better to have a GIGANTIC Master Material, or a few specialized ones?
@WinstonEdgoose
@WinstonEdgoose 8 күн бұрын
Im a novice but this was a good video on how the nodes work. Well Done and great presentation.
@pwnisher
@pwnisher 4 күн бұрын
Thanks so much!
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