
Set up an Unreal Engine 5.4.4 project, organize the Udemy Materials folders for static meshes and textures, and import cliffs 008 and 01A to build a master level template 00A.
Set up a master base material in Unreal using texture coordinates and RGB-based masks for roughness, height, ambient occlusion, and metallic, with albedo color controls and normal intensity.
Create material instances, organize parameters into groups for texture sets, and adjust base color, roughness, ambient occlusion, metallic, normal maps, and tiling on rock meshes in Unreal Engine.
Build an advanced Unreal material by using a base color function, adding normal and detail normal maps, and enabling global or detail normals with switches for shader ball preview.
Expand your understanding of Unreal materials by creating an advanced base material, using cracks, normal detail, baked normals, and global normals, and adjusting tiling and intensity for close up detail.
Learn to build smart UV tiling in Unreal materials that auto adjust texture density for objects of different sizes using non-uniform tiling, object radius tiling, and modular shader functions.
Learn how to add and control texture variation in Unreal Engine by enabling texture variation, adjusting variation scale and levels, using shifted UVs, and exposing per texture set parameters.
Demonstrates a two-way material blend using masks, converting a master material into a function, creating two texture sets, and wiring them into a base advanced blend for a unified material.
Explore refining a two-way material setup by blending textures with a global normal map, world align masks, and the Xiap mask to control moss on upward-facing surfaces.
Learn to create a DFAO material using distance field ambient occlusion blend, duplicating texture sets to four materials and ensuring correct naming and parameters.
Create and refine a four texture set workflow to build a base distance field ambient occlusion blend using world-aligned masks, breakup masks, and advanced blend functions.
Create a distance field ambient occlusion mask using base distance and radius, invert, and combine with a breakup mask to enhance crevices, driven by heightmap and base color inputs.
Fix the height map output by adding information to the breakup mask and distance field, and expose masks and texture switches for texture sets zero one, two, and three.
Explore building a distance field ambient occlusion material in Unreal, combining textures, masks, and variation to create realistic mossy rock surfaces; adjust global normal, tiling, dither, and masks for depth.
Enhance distance field ambient occlusion by adding a curvature map, baking normals, and implementing df0 and global normal functions inside the existing inclusion map.
Learn to set up a layer stack material in Unreal, using material attributes and layer blend to stack textures like Photoshop layers, with substrate limitations and flexible layer management.
Explore building a stack-based material workflow in Unreal Engine, switching between surface masks and distance field ambient occlusion masks, layering moss and snow with global normal and heightmap controls.
Learn to build glass condensation material in Unreal Engine using layered material stack, metallic textures, masks, world-aligned effects, and distance field ambient occlusion, controlled by a material parameter collection.
Create a translucent glass with condensation by building a base condensation mask and random UV offset, then combine left, right, top, and bottom masks to drive the condensation look.
Learn to build a glass with condensation using a two-material blend, masking, and refraction in Unreal Engine. Explore condensation masking, fresnel edges, opacity, and rain effects for dynamic realism.
Texture a medieval house using the provided textures and materials, enable nanite, and position the model in a level, then organize a dedicated medieval house texture folder and refine textures.
Explore parallax occlusion mapping (POM) to create fake relief on ground planes and walls using a height map and a dedicated parallax material.
Explore creating an auto landscape material in Unreal, blending texture sets via master material attributes with slope masks and edge noise for seamless terrain texturing.
Extend the auto landscape material by adding a third texture set, refining blends with slope masks and moss, and introducing a height-controlled snow mask using cloud noise textures.
Build an auto terrain material by using vertex normal workspace for slope masks, composing a z-up mask with world position and noise, and integrating ambient occlusion in Unreal Engine 5.
Learn to build efficient vfx with Niagara particles and flipbook textures, including a master flipbook material, time-based animation, motion vectors, uv distortion, and scattering for flames.
Explore setting up smoke and flame textures in a vfx workflow, including texture parameters, emissive controls, opacity masks, depth fade, heat haze with a normal map and refraction.
Create a second material file, wire scattering, textures, and smoke maps, align motion vector and depth, and export maps with Embergen for a Niagara flame system.
Create and fine-tune a flame Niagara particle system in Unreal by using flipbook textures, emitter settings, and dynamic material parameters to control size, offset, and lifetime.
Set up a fire and smoke simulation in Embergen, convert to a VDB volume, adjust voxel and bounding box, and export flipbooks with maps for Unreal Engine.
Import textures, configure dynamic parameters, and test fire materials in Niagara; set up emissive, scattering, and opacity with rim lighting and VDB export.
Export VDB sequences and import into Unreal to drive a volumetric fire and smoke shader, adjusting density, temperature, and emissive values through a material-based sparse volume workflow.
Learn to create a high-velocity atmosphere burnup in Unreal using flipbook materials, VDB flames, and a shell mesh with distortion, noise, and world position offset.
Quickly modify the high-velocity burnup vfx by swapping atmosphere mesh, tweaking the material, opacity, edge noise, scattering, and refraction to create wind-resistant green smoke visuals.
In this course, we’ll start by building a clean, simple base material with essential controls for Base Color, Roughness, AO, Metallic, and Normal adjustments.
From there, we level up — adding detail normals, object radius-based tiling, custom tiling parameters, and a texture variation function to push visual quality even further.
Next, we dive into 2-way material blending, exploring multiple blending techniques. That sets us up to create a DFAO shader featuring various blending types, including Z-up masking for terrain and props.
We’ll then repurpose our existing material functions to create a stacked layer material — showing you how to reuse your tools efficiently across different material types while keeping everything organized and scalable.
You'll also build a glass condensation shader, complete with fogging, refraction, water droplets, and running water — featuring a dynamic 4-way masking system, reusable in other FX and perfect for cinematics and high-fidelity projects.
We’ll cover Parallax Occlusion Mapping, then tackle auto terrain materials using slope masks and edge noise to drive natural transitions for large environments.
From there, it’s VFX time: advanced flipbook setups, Niagara integration, Embergen basics, and VDB workflows — everything you need to craft cinematic real-time effects.
You’ll reuse flipbooks to create atmospheric burnup and wind resistance effects, develop a chameleon shader that blends characters into surfaces, and construct a dynamic multi-layered hologram.
And finally? We bring it all together in the toxic river — a complex effect combining everything we’ve learned into one stunning showcase.
This course is built for generalists who want to work smarter, not harder — and leave with a flexible toolkit ready for production.
Let’s build.