Your method of teaching is amazing, very easy to follow. Definitely learnt so much from you! I actually assumed that your video had many more views. I hope this channel blows up :)
@sarkamari Жыл бұрын
Amazing to hear this. This channel is still very young but please do spread the word if others wish to skill up. ;)
@anatolimitkov3976 Жыл бұрын
20:30 for multiply node you can hold M and left click, just like holding 3 for color vector. I must say, this is my 5th video in a row that I watched from you. So much detail and well explained. Thank you
@Ninjibpsy6 ай бұрын
Phenomenal video. You not only show what to do, but explain why. Especially regarding use of nodes. I've followed many tutorials that really don't leave me with the understanding of how it works. The biggest hurdle I find with blueprints is knowing what nodes are available and what their functions are. Thank you for your videos!
@tommygunn27828 ай бұрын
Beautiful tutorial - absolutely excellent in every way! Thank you so much, I will be using these material tips forever now.
@uweSM Жыл бұрын
Brilliant - thank you very much for this fantastic explication and your effort!!
@sarkamari Жыл бұрын
Thank you Uwe 🙏🏼
@kathystephens4922 Жыл бұрын
Incredibly helpful, thank you!
@kashancadstudio4614 Жыл бұрын
Raza Sir, you are the best.
@cgnovice2969 Жыл бұрын
Great video! Anyway i can expose the power of the emission per blueprint so that i can control it in game?
@vicarioustubeАй бұрын
Hello Very nice tutorial. I am a beginner in my project I have two imported colours blue and red that I want to be emissive throughout the entire model. How do I go about to pick these two colours withing my model and then take them to the simple basic emissive process you explain? Thank you
@sarkamariАй бұрын
If I understand your question correctly, you'll simply take the colors you want to glow and connect them to the Emissive Color input of the Material node. To identify and isolate the blue and red areas, use a texture sample of your model. You can then work with nodes like Desaturation or a Component Mask to separate these colors. Once you have isolated the red and blue, you’ll multiply each color’s intensity by a scalar parameter, which will allow you to control how strongly they emit light. Finally, connect the result to the Emissive Color input, and you should see those areas glow as intended. This way, both your red and blue areas will become emissive throughout the model.
@michaelholzbauer679 Жыл бұрын
Thank you so much, Reza!
@lucasrivera1488 Жыл бұрын
GREAT TUT. THANK YOU!
@MultiCasse11 ай бұрын
is the smothnes of the animation dependent on some parameter in engine or is it only for the video compression? and is it possible to combine different materials one emissive and panning and the other one static.
@dariocarballo2614 Жыл бұрын
Very nice video as usual. Thank you.
@sarkamari Жыл бұрын
Amazing to hear
@EternalRecurrence883 ай бұрын
What if you want the emissive light to fade over a duration? Say i interact with an object, and the emissive color fades over 6 secounds? I have used time to make it fade in a loop, but i want it to fade over a duration set in the blueprint (i’m interacting with) when i use time in the material blueprint, everything with that material fades in sync. I only want it to fade over an animation node, and not syncronized with every other instance of the material in the world.
@ukmonk9 ай бұрын
nice video thank you but if you increase the strength with any color it 'whites out' any way of keeping OG color like green for eg and just making it glow more?
@sarkamari9 ай бұрын
That is correct. That's why I always to tend to add glow in Post either via Post processing OR for cinematic I do it in Nuke
@roddy_the_body7 ай бұрын
My emissive material always looks white with the colored glow, I'm using the same settings as you in the video. I'm on UE 5.4.1
@sarkamari7 ай бұрын
1. Check Emissive Color Settings: Ensure the Emissive Color input is set correctly. Use a color node to define the color you want your material to emit. 2. Adjust Emissive Intensity: Emissive intensity can sometimes cause the material to appear white if it’s too high. Use a Multiply node to control the intensity of the emissive color. 3. Check Auto Exposure Settings: Unreal Engine’s auto exposure can affect how emissive materials appear. In your project settings, you can adjust the exposure settings. Alternatively, you can disable auto exposure: 4. Scene Lighting Considerations: Ensure that the overall lighting in your scene is not too bright, which can cause emissive materials to appear washed out. I hope this helps
@anthonyhoganson9527 Жыл бұрын
You explained the nodes so perfectly. Do you plan on covering Substrate at any point?
@sarkamari Жыл бұрын
Absolutely Stay tuned
@shahzadhussain65723 ай бұрын
awesome tutorial. Sir i have one problem please solve. i bring logo as png format in unreal engine and in material slot i masked this png and get 2d picture now i want to glow this 2d picture. Kindly solve this problem, please.
@MrCharlesCorleone11 ай бұрын
I get lost in how do you do the single channel map that comes from the diffuse map. And where do you get the texture. Thanks.
@MrCharlesCorleone11 ай бұрын
Here 16:56
@parallelDS3 ай бұрын
Thanks a lot!!!
@LoLicEE110 ай бұрын
You're the best! omg
@sarkamari10 ай бұрын
Right back at you 😁
@EnrizeStockMusic7 ай бұрын
Hello, im trying to understand this, but can't find answer anywhere. Why multiply RGB parameters also increase intensity? As i understand it only changes color from black to white and all the colors inbetween. How it also affect intensity? Thanks.
@sarkamari7 ай бұрын
When you multiply a color by a scalar value greater than 1, each component of the color (Red, Green, Blue) is scaled up, which increases the overall brightness and perceived intensity of that color. Hope it makes sense:)