Unreal Engine 5.2 - Brushed Metal / Anisotropy Material / Anisotropic Highlights Tutorial

  Рет қаралды 8,589

renderBucket

renderBucket

Күн бұрын

Topic: Shading In Unreal Engine 5.2+ / 5+
In this video we look at how to create Brushed Metal and surfaces that have Anisotropic Highlights. We also take a look at making Tangent/Directional maps for these highlights procedurally as well as how to convert a Grayscale Directional Map to a Tangent Map easily in the Material Editor.
If your interested in more Technical Shading in Unreal and HLSL (Shader Coding) check out this Playlist / Series:
• Unreal Engine 5 - Tech...
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Tags:
Computer Graphics, Strata, Substrate, Shading In Unreal, Brushed Metal, Stretched Highlights, Tangent Maps, Directional Maps, Directional Highlights, Anisotropy, Specular Highlights, Shading & Materials In Unreal.

Пікірлер: 9
@derekfloodVFX
@derekfloodVFX Жыл бұрын
All your tutorial are super helpful! Wanted to mention that you can get smooth anisotropic reflections on the texture by converting it in Nuke from PNG to EXR.
@Fafmagic
@Fafmagic Жыл бұрын
Really useful! Thanks.
@wewantmoreparty
@wewantmoreparty Жыл бұрын
Thanks
@maschinelab8598
@maschinelab8598 Жыл бұрын
Great video! I am trying to make realistic architectural glass with Substrate, but with glasses with thickness I cannot make the light go through it. Any tips will be apreciated! Cheers
@notmyself9279
@notmyself9279 Жыл бұрын
is this the same effect used for the horse shader/material from RDR2 or any of the Short Fur/hair surface shader
@bradleymcwilliams3139
@bradleymcwilliams3139 Жыл бұрын
What do you plug in for the tangent if using substrate?
@renderbucket
@renderbucket Жыл бұрын
No difference, exactly the same. If Substrate gives error you may have to just make sure your feeding it 3 values, R, G, B so there's no vector conversion issue. So if you took the TextureCoords and then a Subtract Node and Subtracted 0.5 it might give error because your feeding 2 values (U, V) to a parameter expecting 3 Values (R, G, B). So you can solve this easily by adding a Append node on the very end connected to a constant (in B slot) with 0. Then your feeding it R (U), G (V), B (0). 3 Values. So there's no vector conversion error.
@adarshwhynot
@adarshwhynot Жыл бұрын
Is it possible to make similar custom tangent maps in substance designer?
@renderbucket
@renderbucket Жыл бұрын
Yes, very easily.
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