Course Overview
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.
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Course curriculum
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Material Graph Basic Section Overview
33 Xem trước -
Basic Data Types
662 Xem trước -
Roughness
473 -
How to use lerp
933 Xem trước -
UV
784 -
Component Mask
568 -
Import A Texture
431 -
Make Your Texture Move
970 -
Panner
318 -
Material Instance
781 -
Writing Comments
465 -
Section Challenge: Create A Fire Material
908 -
Share Task: Share Your Fire
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Sine
808 -
Manipulate Sine
636 -
Create A Floating Rock
945 -
Create A Dissolve Material
792 -
Add Glow To Edges
993 -
Interact With The Dirty Platform
1526 -
Interact With The Dissolve Mateiral
992 -
Share Task: Share What You've Created
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Section Wrap Up
114
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Create A Master Material Section Overview
65 -
Intro To Master Material
263 -
Full UV Control
1079 -
Static Switch Paramater
362 -
Full Color Control
802 -
Organize Paramaters
548 -
Metalic Control
485 -
Specular Control
564 -
Roughness Control
461 -
Texture Compression Settings
666 -
Normal
672 -
Ambient Occlusion
396 -
Section Challenge1:Review
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Channel Packing
504 -
Share Task: Share your thoughts
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Channel Unpacking
222 -
Section Challenge2:Channel Packed Texture In Master Material
694 -
Displacement
378 -
Create A Project Template
699 -
Share Task: Share Your Master Material
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Section Wrap Up
129
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Create An Auto Landscape Material Section Overview
63 -
Set Up Landscape Project
400 -
Basic Lighting Set Up
631 -
Simple Sculpting
564 -
Material Function
822 -
Base Color Control In Material Function
592 -
Camera Depth Fade
949 -
Texture Bombing
1464 -
Macro Variation
788 -
Specular In Landscape
545 -
Normal In Landscape
867 -
Section Challenge: ORD In Landscape
708 -
Share Task: Share Your Material Graph
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Specular and Macro Variation Control
855 -
Landscape Layer Blend
882 -
Make A Landscape In Gaea
1216 -
Output Landscape From Gaea
392 -
Import Landscape Maps To Unreal
369 -
Section Challenge 1 - Slope Layer
468 -
What does "Auto Landscape" mean?
181 -
Create A Slope Mask
890 -
Use Slope Mask In Landscape Material
507 -
Transition Slope Blend
431 -
Triplanar Projection
555 -
Use Triplanar Projection For Slope Layer
680 -
Section Challenge 2 - Review
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Create A Height Mask
606 -
Use Height Mask In Landscape Material
739 -
More Adjustment For Height Mask
639 -
Section Challenge 3-Use Height Mask With Slope Layer
969 -
Share Task: Share Your Solution
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Runtime Virtual Texture
299 -
Set Up Runtime Virtual Texture
970 -
Create Runtime Virtual Texture Blend
1006 -
Use RVT Blend In Material
572 -
Auto Foliage
476 -
Landscape Grass Type
812 -
Create A Foliage Mask
702 -
Performance Optimization For Foliage
563 -
Fade In Grass
947 -
Section Challenge 4-Auto Trees
652 -
Block Surrounding
385 -
Post Processing
310 -
Section Wrap Up
276
Requirment
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No prior knowledge about materials needed, everything will be done from scratch
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Have a computer that can run Unreal Engine 5
Outcomes
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Use different nodes to create complicated materials
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UV/Sine/Component Mask/Panner/Saturate/Lerp/World Position Offset and more
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Create a master material that can be used in any project
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Understand how bit maps like Base color/Roughness/Normal/Ambient Occulusion work
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Create a scene from scratch
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Material Blend/Vertex Painting/Decals/Paint Puddles
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Create a landscape from scratch
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Slope Blend/Height Blend/Auto Foliage/Run Time Virtual Texture
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Dot Product/Vertex Normal/Texture Bombing/Triplanar Projection and more
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Create an auto landscape material from scratch
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