I knew a little about materials in Unreal Engine, now I believe I can improvise. Big thank you, this tutorial is so fluent and straight to the point. Most importantly, it is easy to understand.
@dannyroman25844 жыл бұрын
Wow. This was incredible. I was going all the way around KZbin trying to find solid Material tutorial that I can use for my ArchViz. This was a huge help. You really take the time to explain what you do. Thank you so much, Mister.
@vinnypassmore56574 жыл бұрын
One of best UE4 material guides I've seen, fantastic.
@borakian4 жыл бұрын
Ryan. As a new user of UE4 I found this was a master class tutorial. Really well explained. I now feel much more confident in the material editor. Thank you.
@TheJohn03634 жыл бұрын
Masterclass, truly. Simple, concise, yet very informative and full of intellect. I commend you good sir, thank you.
@nukima114 жыл бұрын
Got'Dayum!! 10/10 best tutorial on KZbin. Took me over an hour to get done but, it was beyond worth it. Thank you so much. Please don't stop making tutorials. Would love to see one on chaos destruction when it comes out of Beta.
@andereastjoe5 жыл бұрын
The best tutorial of Unreal Material so far. Bravo man
@ThatRyanManning5 жыл бұрын
Thanks Andreas
@FSOL1215 жыл бұрын
I've learnt more with you than I have in most of my university course! Thank you and keep up the good work.
@willembuiting6 жыл бұрын
I did it! Thank you so much! I made my first Mater material and learned a ton of functions to make my next ones! Thanks again
@TrangPham-py6td2 жыл бұрын
Thank you so much, I just wish I could find this video sooner! It's such a life saver for me.
@KANAWA20255 ай бұрын
best master material when i have seen. thank you!
@CaseFace54 жыл бұрын
This tutorial is a life saver, ive been searching everywhere for a decent master material with an easy to use dirt mask feature and this is exactly what I needed thank you man
@wilbru0124 жыл бұрын
thank you for this tutorial, there are not so many tutorials about Master materials like yours!
@TheGulperEel5 жыл бұрын
Thanks a lot! That was more helpful than what I learned from university.
@davewood68684 жыл бұрын
Hi, I just wanted to say thanks for this video, it really helped me quite a bit. Keep up the good work!
@Janovich2 жыл бұрын
Great stuff!
@chiboreache6 жыл бұрын
Nice video, thanks! BTW you can press L for Lerp and S for scalar ;-)
@colby43905 жыл бұрын
and 3 for Constant 3, 1 for Constant, and M for Multiply
@RajarshiBanerjee25084 жыл бұрын
Personal Bookmark : Roughness at 27:00 Base Color : 15:00 Specular: 23:00
@mrthimote85215 жыл бұрын
Great video, I'm french, but it was good explained, I wasn't knowing that it was possible, thank you very much.
@MS3DChannel5 жыл бұрын
You save me , thank you soo much for this video i was straggling to make my own master before i watch this video and i was soo close but didnt reach my goal until i watch your awesome video thank you soo much
@jinkwon57626 жыл бұрын
Great stuff. It helped me tons. Thank you! I can't wait for another tutorial from you.
@gary.oneill3 жыл бұрын
This was seriously a great tutorial, so knowledgeable and easy to understand. Thanks a lot!
@VarunSingh-tz3jr4 жыл бұрын
Really helpful, Ryan you are a good teacher.
@kevinbrunt4 жыл бұрын
Such a solid Tutorial. Was really helpful understanding the theory of this stuff. Thank you for this.
@fl2605 жыл бұрын
My new favorite UE4-related channel!
@vladimirkhadyko83045 жыл бұрын
Amazing job you've done here! Very clean and easy to understand. Thanks a lot!
@MaNIaC39000k4 жыл бұрын
Im new to Unreal and this video helped me out a lot!! Thanks!
@MovingDungeons6 жыл бұрын
Great video and thank you for the links to the times for each section, what more can a person ask for in life :)
@моделирования-проектирования4 жыл бұрын
Спасибо вам за ваши труды.
@FoxRedTail5 жыл бұрын
Amazing, thanks so much. That was INCREDIBLY helpful.
@yoando1254 жыл бұрын
This is exactly what i was looking for , thanks !
@pingyao88272 жыл бұрын
Very, very helpful. Many thanks!
@jonathantewnes12246 жыл бұрын
Awesome Tutorial. I will be using this!!!!
@starloose94676 жыл бұрын
Thank you very much. Please keep making UE 4 video this is very interresting and helpfull ! :)
@SewerShark5 жыл бұрын
Thank you so much for this. It really helped me how to think about master materials.
@burel56 жыл бұрын
Just thank you! You explain everything very well
@JacobZaguri3 жыл бұрын
this is Great! well done, thanks for sharing
@StylizedSchools4 жыл бұрын
For anyone experiencing problems with the Dirt overlay part, I found if I reversed the inputs in the blend overlay node's it worked correctly.
@Mukhtar_SH3 жыл бұрын
Really well explained
@junhyuk90002 жыл бұрын
9:08 may i have a question? i studied orm texture red is roughness from school but why red colour rinked in ambient colour?
@ThatRyanManning2 жыл бұрын
With ORM/RAM/MRA/MARA (or whatever combination), each channel in the end is just a greyscale texture. Sorting order or which channels you choose don't particularly matter as long as it fits your pipeline.
@GameDeveloperUA3 жыл бұрын
Thanks,Super useful information)
@TheCobasmira5 жыл бұрын
Awesome work man!
@Radicalshikami6 жыл бұрын
good tutorial, tnx for the lesson.
@CHRONIC2oo35 жыл бұрын
Awesome videos, Ryan. Keep it up!
@TheKitneys5 жыл бұрын
I'm gonna have to watch this a couple of times :)
@leobyrne46716 жыл бұрын
Brilliant!. Thanks!
@preston7481592635 жыл бұрын
Going to subscribe and come back later. Your content looks great but it comes across as maybe to advanced for me right now. If you have suggestions on beginner level game design, 3d modeling, world design, or anything I will definitely look into it!
@ThatRyanManning5 жыл бұрын
Appreciate the support. Just drop a comment on any areas where you're struggling and I'll do what I can to add training videos
@joshlerio25274 жыл бұрын
Amazing stuff!
@mohamedkj26173 жыл бұрын
Great tutorial, thank you so much, can I ask you how to make adjustment for copy material without affect the main one in unreal engine please?
@stimpy93175 жыл бұрын
Honestly... I never knew you could make textures or materials from basic colors
@jeangab64106 жыл бұрын
hello, thx for the video , i have a question , at 7:30 you start with a two value parameters for the texture coordinate, and then switch for a one value parameter. Is there a way to make two?
@ThatRyanManning6 жыл бұрын
Yes. Create two separate one vectors and combine them with an "append" node. That will get you separate U & V coordinate controls.
@davidrivasredondo6 жыл бұрын
Muy buen video. Muchas gracias.
@FireballVFX3 жыл бұрын
How do i save my Master Material for later, to be used on my other projects, as a preset?
@ThatRyanManning3 жыл бұрын
It's a .uasset. you can copy/migrate it to other projects.
@EverydayPancakes4 жыл бұрын
Love your tutorials. Question how do you make worn edges included on the master material?
@Artjoms_6 жыл бұрын
Good stuff!
@lizavetanavitskaya72623 жыл бұрын
hey how to create such a dirt mask with different type of dirt in rgb channels?
@erikhammarback31786 жыл бұрын
Thanks a bunch!
@V67Snick5 жыл бұрын
Excellent! To any I recommend watching Zak Parrish's series on basics of working with materials (still applicable today) play with it a bit then then go here. I have gotten to the point where my app is texture heavy and this is just what I needed. In the section for dirt, can you recommend a texture that comes with Unreal to use until I can make my own? The only thing I have found that comes close is 4 channel grunge. Excellent work.
@bulidingforever41094 жыл бұрын
Thanks for the great tutorial, where I can find the yellow texture that generates the spec metallic and roughness with the RGB channels?
@likskirtspleetscreen3 жыл бұрын
If I have to switch from ARM to single textures, what placeholder I can use as AO?
@shanei.70084 жыл бұрын
THANK YOU FOR THIS!!! can you give me some advice on how to toggle on multiple switches for one material input(base color/roughness/metallic) with all the switches collapsing into a single output and NOT affecting the other switch inputs? I'm currently building a master material and, for example, my base color 'use texture' switch has the base color showing on the texture map, even when the switch is toggled off. can you give me any tips on what node I'm missing?
@makadi862 жыл бұрын
what is the different between Blend Overlay and Multiply?
@NabilLOD4 жыл бұрын
Thanks for wonderful explain .. I'm asked about full course video online downloadable for UE4 for the architectural user .. from beginner to advanced .. do you have one full course? and how much, please?
@muhamadhaseeb17744 жыл бұрын
Do more complex materials have more impact on the system resourses?
@vikneshtk4 жыл бұрын
Hard to find such a great tutorial. And its straight to the point. Is there a way to add height map in this master material?? I tried but I couldn't connect both tiling and bump offset to the UV of each texture. Any help would be appreciated.
@ThatRyanManning4 жыл бұрын
There's a parameter on the material that you need to set to see displacement; under "Tessellation" you need to enable "D3D11 Tesselation Mode". You'll then want to multiply your height texture by a scalar parameter to give you the extra offset. Plug all that into your "World Position Offset" and/or "World Displacement".
@louisphildurand4 жыл бұрын
Hello, I was considering creating a Master Landscape Material which uses blends and also Virtual Runtime Texture on top of it for tri-planar blend projection on assets. Do you have any incentive about this or maybe some passed experience as to create one without exploding in fonctions and instructions?
@umeshmarappa39914 жыл бұрын
Hello guys, its really wonder-full master shader I need to add UV 1 and UV2 channels. How to add in this node can please give the idea on this.
@someonewithsomename5 жыл бұрын
Why do you use specular adjustments in PBR workflow?
@ThatRyanManning5 жыл бұрын
In my experience your specular values aren't always correct when importing textures/materials, thus having a parameter to control spec is invaluable.
@ThatRyanManning5 жыл бұрын
Also, subtle variations in your spec channel can really enhance realism. Hence why using the red channel of your diffuse is advisible.
@someonewithsomename5 жыл бұрын
oh, ok, so you are using Specular in your workflow than? got it, thanks for the reply.
@ThatRyanManning5 жыл бұрын
@@someonewithsomename yes. While spec may not have as big of an impact on visuals as say your roughness channel, the subtleness of a spec channel still makes a difference.
@someonewithsomename5 жыл бұрын
@@ThatRyanManning thanks again for the video and detailed replies. Will look at what can specular add to my materials!
@gianfelicelungarella26503 жыл бұрын
Why I should add the hue shift parameter when I can change the color with my 3 vector parameter? Aren't they doing the same thing?
@ThatRyanManning3 жыл бұрын
Most likely your 3 vector parameter is adding color whereas a hue shift is shifting underlying values.
@Dreadleft6 жыл бұрын
thank you!
@kellykryspin5 жыл бұрын
What node is the mask node for the normal intensity?
@khoadonguyendang40665 жыл бұрын
Component Mask
@KiwiHawk-downunder-nz3 жыл бұрын
Thanks heaps for checking these so long after too BTW, given we using 4.26 and it's 2021 awesome Sir Is there a way to add world alined as swtich maybe so it can be turned on or off. I notice to, most do tiling as one scale that does both, not many allow X Y tiling and separte options
@Jeyelll4 жыл бұрын
When I plug in the normal strength material function into the result node of the material, I get an error message that says, "[SM5] Function NormalStrength: (Node Multiply) Arthmetic between types float2 and float are undefined" Help :(
@ThatRyanManning4 жыл бұрын
Make sure that your input preview node inside the Material function is set to Scalar Vector 3.
@Prez3D3 жыл бұрын
I get an error when creating your Normal Intensity Material function. When I add it to the normal map in the material editor n the leather I am working on it says: Function NormalStrength (Node Multiply) Arithmetic between types float2 and float are undefined. Any ideas why?
@ThatRyanManning3 жыл бұрын
Most likely your using a 1-vector Scalar parameter somewhere where you should be using a 2-vector.
@Prez3D3 жыл бұрын
@@ThatRyanManning Got it figured out. Made a wrong connection. Awesome tutorial thank you so much!!!!!!
@colby43905 жыл бұрын
Any wisdom on displacements?
@baorichard43454 жыл бұрын
This is damn good!!!!!!!!!!
@SeanLake3D5 жыл бұрын
In your initial setup, basic material, what are the three, I believe three, texture samples? I see a normal map, but I wasn't sure what the other two were. Did you supply that?
@ThatRyanManning5 жыл бұрын
The setup should be: 1) BaseColor, 2) ARM (ambient occlusion, roughness, metallic), and 3) Normal Map. And yes, those textures were converted to Texture Input Parameters so they are exposed to material instances.
@SeanLake3D5 жыл бұрын
@@ThatRyanManning Got it. Thanks! I finally grabbed some of the basic textures in UE, and tinkered with it. Awesome video, btw!
@AceAlmighty135 жыл бұрын
Great video! For whatever reason my Normal Strength function is giving me the "SM5 error Function NormalStrength:(Node Multiply) Arithmetic between types float2 and float are undefined..." when I want to use "Use Detail Normals" and check the box. Unchecked, it's fine. I've gone through the function section a couple of times and information matches up, math is set up correctly. BaseNormal is a Vector3 and NormalStrength is a Scalar. Any ideas?
@ThatRyanManning5 жыл бұрын
Check 8:52 of this video that you have the same setup. Explain what you mean by "and check the box"?....
@AceAlmighty135 жыл бұрын
Under the instance for the material, the parameters created include the true/false statement for "use detail normals". When marked as true and the parameters make themselves visible is when the error pops up in the Instance Preview window.
@ThatRyanManning5 жыл бұрын
@@AceAlmighty13 Make sure your False input is a 3 vector (0,0,1)
@AceAlmighty135 жыл бұрын
Talking on Discord, in UE4.20, I need to have the scalar node attached to a makefloat2 node(both x and y) and then into the Multiply. Mine wouldn't work otherwise.
@Chucklgeist4 жыл бұрын
@@AceAlmighty13 Propably 2 late but use a flattennormal node instead of the function he made, works the same as far as i can see
@ardenstonestreamer4 жыл бұрын
I'm curious as to the overall performance of this particular master material. When using dense masters on entire scenes the loss of fps is generally quite noticeable. The whole time I watched this I was waiting for that last line where you said "be nice to your art directors". I definitely got a laugh out of that. As a developer who pays close attention to performance and optimization I always like to tell people to be very careful with materials.
@ThatRyanManning4 жыл бұрын
This material is pretty performant and optimized. Shader counts from 100-300 are usually pretty performance. 300-600 are alright, 600+ starts getting pretty heavy.
Any chance you demonstratie adding a texture rotatie option in this mater Material Ryan? Hahahaha! Never mind! Done it myself. I am getting good at this stuff :-)
@matthewrittenhouse13876 жыл бұрын
Where can I find information on making a combined texture map?
@ThatRyanManning6 жыл бұрын
Thanks for the question. Just uploaded a Quick Tip video on the process of creating a combined texture map. kzbin.info/www/bejne/n3OXoqpoe99sZpY
@LocNgVIZ4 жыл бұрын
How can I have the ORM texture ?
@ThatRyanManning4 жыл бұрын
Here you go! kzbin.info/www/bejne/n3OXoqpoe99sZpY
@danielweinlein3 жыл бұрын
🙏👌
@turalmemmedov36486 жыл бұрын
Brilliant tutorial. WOW. Thank you a lot. One thing... This is not correct to use specular like this. Colored specular is only appear on metal materials which, ue4 uses base color as specular when you set the metallnes value 1. But with non metal materials, specular cant be higher than 0.4. And it only changes (lower than 0.4) when you create skin, milk, and such materials. Other than that, it must stay at 0.4. Other than that if you change specular it is not PBR material anymore .
@ThatRyanManning6 жыл бұрын
There are several reasons why using the red channel is better than a solid color. While in theory you are correct when it comes to pure, scientific-based PBR values and not wanting to push them over a certain amount, there are situations where you want/need the additional control. Clamping your specular values at 0.4 is fine, but with the method I outlined in this video, you have the additional controls to lower/boost your specular values as needed. In the end, no matter what method you choose, it's always advisable to run your specular buffer visualization to check for proper PBR values.
@AF-bc8vr6 жыл бұрын
fckin brilliant
@darodism4 жыл бұрын
wtf? NormalStrength isnt working even redoing it multiple times. rip me
@50shadesofskittles93 жыл бұрын
bro, isn't UE4 a real pain when it comes to trying to fit so much on the same screen.
@someonewithsomename5 жыл бұрын
Great tutorial that is absolutely unwatchable because of the audio recording quality and no de-essing afterwards =(