
Explore node types in Unreal 5 materials, from constants and vectors to texture objects and samples, booleans, and parameters, then learn with parameter collections, math, functions, and named reroutes.
Explore how opaque materials drive the pbr workflow in Unreal 5, detailing base color, roughness, normals, metallic, emissive, ambient occlusion, and world position offset.
Explore masked materials using an opacity mask for on-off transparency with two-sided rendering and a full PBR pipeline, and control edge thresholds with a clip value and dynamic mask offset.
Explore translucent materials in Unreal 5 using translucent blend mode and eight-bit opacity to create effects. Compare volumetric non directional lighting with surface translucency volume, and optimize with per-vertex lighting.
Explore how refractive materials use translucency and opacity to bend light, adjust the refractive value, and apply normal maps or pixel normal offset for realistic heat haze and glass effects.
Explore additive materials that brighten the scene by adding behind-the-surface values, using unlit shading for glowing effects like fire or lightning, with emissive inputs, opacity textures, and order-insensitive blending.
Multiply the rendered pixels by the modulate material to darken or stain surfaces, where black yields black and white preserves brightness.
Explore alpha holdout and blend modes to punch holes in behind materials' alpha, enabling translucent ui effects and front-layer sorting to avoid popping.
Explore Unreal 5 materials shading models, starting with unlit for stylized or emissive effects, then lit, tone mapper considerations, and learn how metallic, roughness, and normal inputs influence rendering.
Explore subsurface scattering in Unreal 5, from skin to leaves and candles, and compare subsurface shader options like two sided foliage, subsurface profile, and pre integrated skin shader.
Explore the clear coat shading model for automotive rendering. See how a top clear coat layer, a second normal map, and adjustable roughness create realistic car paint effects.
Explore hair and eye materials in Unreal 5, showing how hair uses a second specular via tangent inputs for a per-hair isotropic response and roughness controls thickness.
In this video we have a look at the Cloth Blend mode and the Fuzzy Shading material function
Explore single layer water and thin translucency as optimized translucent materials that render a single water layer, then composite, avoiding multi-layer translucency for efficiency.
Explore how to control blend modes by expression in Unreal 5 materials, using the make material attributes node to blend subsurface and default shading models on a single mesh.
Explore basic math operators in Unreal 5 materials—add, subtract, multiply, divide, and one minus—and learn per-pixel texture blending and emissive control.
Explore how sine waves power real-time material animation in unreal 5, using time, speed, and period controls plus multiple sine waves to create varied, non-repetitive motion for foliage and cloth.
Explore absolute and clamp operations to shape animations, converting values to positive with the abs node for heartbeat, and restricting values between zero and one with min, max, and saturate.
Explore floor, ceiling, and frac operators to convert linear gradients into discrete steps, using multiply and divide to create 0–1 textures from UVs and time-driven data.
Explore the if node and lerp to create per-pixel transitions between two inputs, use a gradient for animated blends, and apply smooth step for smoother material curves.
Learn to rotate an object about an axis with a pivot and time to create world position offsets, and use transform nodes to switch between world and local spaces.
Explore desaturation in Unreal 5 materials with a d saturation node that removes color using luminance factors based on human eye perception, and note inversion for controlling saturation.
Explore Fresnel effects in Unreal 5 materials, comparing the for null and final function nodes, using dot product with vertex normals and camera vectors to control rim lighting and contrast.
Calculate the scalar distance between camera and object positions to drive depth fade or tiling in Unreal 5 materials, with 2d and 3d support and automatic type conversion.
Explore how the Unreal material editor uses input data like object position, orientation, and scale to drive materials, enabling randomization and fake lighting via position-based direction vectors.
Leverage world position to drive per-pixel projection textures, blending top-down and axis-aligned tiling for terrain and cohesive textures across multiple meshes.
Discover custom primitive data in Unreal 5 materials to set per-object color, roughness, and metallic values directly on cubes, without material instances.
Explore vertex normal and pixel normal nodes, compare world-space directions, assess how normal maps affect per-pixel normals for lighting, and note the use of tangents for advanced shading.
Discover how the time node uses seconds since start to drive animations in materials, with a multiplier for speed, 0–1 repeats via frac, and optional ignore pause behavior.
Explore how camera position and camera vector drive material effects in Unreal 5 environments, including depth fade, pixel depth, and the distinction between camera vector and camera direction vector.
Explore pixel depth and scene depth to access depth buffer data, compare translucent and opaque objects, and create soft fades and fog effects using depth reads in unreal 5 materials.
Leverage per instance random and per instance fade to render many foliage instances efficiently in Unreal Engine, comparing static meshes and instance rendering while controlling per-object variation.
Explore Unreal 5 environment materials by previewing nine Niagara input data nodes that feed particle information into materials, including color dynamic parameters, position, radius, time, size, and speed.
Explore ddx and ddy as screen space derivatives, and how GPUs compute normals from height maps using quad-based processing, with uses in perturbing normals and vertex painting in materials.
Explore how the reflection vector uses a latitudinal longitudinal cube map to fake environment reflections, a cheap alternative to real-time reflections, with caveats like position dependence and potential distortion.
Explore sky atmosphere data to access lighting information in materials, using sky atmosphere light direction, directional light, and the sky light environment map sample to create environment-aware lighting.
Master scene color and seen color to glow, darken, or distort behind translucent materials. Use screen position UVs and render buffers to create post-process effects, light fakes, and subtle refraction.
Multiply UV coordinates to tile textures dynamically, explore frac for 0–1 tiling, clamp edges, and experiment with projection, mirroring, and animated UVs to create kaleidoscopic effects.
Explore UV distortion in Unreal 5 materials by combining a distortion texture with a normal map to create water-like, animated distortion; learn practical trade-offs with a flipbook.
Explore flipbook animation in Unreal 5 materials by turning a 6x6 texture into an animated sequence, adjusting speed with animation phase and UVs.
Create an object position randomness function for Unreal 5 materials, generating X, Y, Z random values from the object's position with a seed-controlled output, producing color variability and instance behavior.
Learn to apply world space modifier functions in Unreal 5 materials to add detail normals, moss, snow layers, and texture projections for realistic environments.
Apply landscape helper functions to blend height-based materials using height masks, texture masks, and up masks, while embracing reusable function-based workflows for cleaner, scalable materials.
Master opaque materials expose parameters for base color, tiling, metallic, roughness, normals, and ambient occlusion, enabling per-material instances and a balance between performance and reuse.
Explore material functions to replace duplicated logic, create a base color function with UV inputs and desaturation, and apply this reusable approach to master opaque materials.
Learn masked master materials in Unreal 5, using an opacity mask with a masked blend mode and channel mask parameter, enabled by reusable material functions that propagate changes across materials.
Please note that there's been a change to the workflow in later versions of Unreal:
Instead of disabling Receives Decals in the actor properties you now need to set the Decal Response setting inside the material to None.
Part 1 of this course covers a holistic overview of the Material Editor in Unreal 5 - from Material Types and Blend Modes to individual Math Nodes and Input Data, focusing on not just the How to do things but also the Why and looking at the underlying logic and math behind what the engine is doing. Covering how to build up your own Material Functions and build that into your workflow to produce powerful and flexible Materials. We also take a deep dive into UV's - how they work in the engine and how we can take that knowledge and produce effects such as Distortion, Animation, and Parallax Occlusion Mapping.
Part 2 of the course then takes this knowledge and applies it to Environmental Materials, covering:
Master Materials and some best practices in how to build them,
Decals and their various blend modes - as well as more complex effects such as Angle Based Masking and Custom Decal responses,
Vertex Painting to blend between material types,
various approaches to make Landscape Materials and using RVTs to blend objects into them,
the new Layered Materials system
how to use Input Data to automate variation in materials and create angle based effects such as Snow.