
Learn how node-based material graphs store code inside nodes, and how dragging pins writes that code, while applying tips to avoid messy graphs and use the Unreal Engine documentation.
Learn to isolate u and v with a component mask, scale them separately, and append them back to feed a customized UV tiling into Unreal Engine 5 materials.
Make a moving texture in Unreal Engine 5 by animating UVs with time and speed, isolate U with a component mask, and show how add or subtract drive directional motion.
Discover how the panner node moves textures in Unreal Engine 5 materials by adjusting time, speed X and Y, and texture coordinates to control UV tiling.
Create a fire material in Unreal Engine 5 by combining starter content textures, using texture coordinates and panner, and adjusting base and emissive colors with multiply.
Learn to create a dissolving material with noise textures and parameters, then use a blueprint collision box and arrow component to launch the player forward.
Apply the dissolve material to any static mesh using glow edge and opacity masks, triggered by character overlap. Explore more props and deepen skills in the material graph.
Create a master material from scratch in the material graph to control UV, base color, metallic, roughness, normal, and ambient occlusion, and embed it in a project template for inclusion.
Master color control in Unreal Engine 5 by adjusting brightness, saturation, contrast, and tint in master material using scalar parameters, one minus, power, and color multiply on the base color.
Learn how to set texture compression and sampler types for base color and roughness textures in Unreal Engine 5, ensuring correct alpha handling and proper color versus linear color sampling.
Build a landscape material function in Unreal Engine 5 to centralize color controls and texture processing, using function inputs, outputs, and material attributes for reuse.
Add multiple function inputs to a material function to control base color, brightness, saturation, contrast, and color tint, and organize inputs by priority for the auto landscape material.
Add a normal map input to the landscape material using a material function, and implement a normal strength control to tune the landscape’s surface detail.
Explore creating a multi-layer landscape material in Unreal Engine 5, blending grass and soil layers with the landscape layer blend, and exposing parameters for global control.
Discover how auto landscape material uses masks to automatically apply slope and snow variations, blending materials via a black-and-white slope mask created from camera depth fade concepts.
Adjust the landscape material by tweaking slope layer and base color, then use a soil layer to transition between grass and slope with a switch parameter for the slope blend.
Blend slope layers with a height mask in Unreal Engine 5 to create natural terrain transitions using tri-planar and texture bombing.
enable runtime virtual texture support in settings, output material data to texture, assign it to landscape, transform normals from tangent space to workspace and back, and sample to boost performance.
Blend a mesh’s original material with a landscape material using runtime virtual texture masks. Create height masks from RTT height data, sample height, and adjust attributes for seamless blending.
Blend landscape material with the RVD mask via runtime virtual texture, adjust roughness and brightness, compare grass type and procedural foliage spawner, import Open World Demo Collection.
Create a one-click foliage mask in Unreal Engine 5 by combining hi mask and slope mask, inverting for placement, and enabling auto grass with adjustable start height and fall off.
Explore foliage performance optimization in Unreal Engine 5 by comparing virtual shadow maps and shadow maps. Use console commands, adjust wind, and reduce distance and triangles, balance quality and performance.
Create a landscape grass type asset for trees in Unreal Engine 5, using the same mask and density 0.1 to balance performance, and toggle auto trees with a switch.
Block surroundings by placing large static meshes to hide the horizon void, adjust trees and grass density, and import landscape backgrounds for spring mountains to complete the scene.
Wraps up this section by building landscape and auto landscape materials, managing layers, colors, and foliage via global foliage actor with directional lighting to control wind, shadows, and seasonal variation.
Learn to study existing Unreal Engine materials by organizing the material graph, using relevant nodes, and consulting documentation to unlock new insights.
Learn everything you need to know for creating and upstanding what's going on in materials for Unreal Engine 5.
We will first learn the most basic stuff for creating materials in the first section, such as data types, lerp, UV to get you right on track for materials.
After the first section, with everything we learned, we'll dive deeper into materials to create our first master material. Understanding how a master material works is essential for working inside of Unreal Engine. And we do it completely from scratch. We'll also be going over usage of different maps like base color, normal, roughness and etc.
In the third section, we'll start create a scene using vertex painting from scratch. You'll learn the entire process from planning to rendering. After this section, you should be able to create any scene that you want.
In the final section, we'll be creating an auto landscape material right from scratch. In this section, not only will you apply all the things you learned previously, but you'll also learn how to create different masks for blending materials, auto foliage, runtime virtual texture, tiling break up techniques and all the other cool stuff.
After this course, you should able to read most of the complicated graphs and follow any tutorials about materials you like.