Release date:2020
Author:Kem Yaralioglu
Skill level:Intermediate
Language:English
Exercise files:Yes
Part 1 of 5. In this five-part series, Kem Yaralioglu breaks down his process for creating master materials, terrain shaders, and advanced materials in Unreal Engine. With the help of Material Functions, each shader is fully scalable, allowing the artist to build upon the foundation that they create throughout production. Kem covers all of the necessary knowledge required to navigate and work with the UE4 Material Editor.
Part 2 of 5. In this five-part series, Kem Yaralioglu breaks down his process for creating master materials, terrain shaders, and some advanced materials in Unreal Engine. With the help of Material Functions, each shader is fully scalable, allowing the artist to build upon the foundation that they create throughout production. Here, Kem covers the advantages of using Material Functions and how to utilize them, as well as setting up shaders to work with Material Instances for faster iteration time.
Part 3 of 5. In this five-part series, Kem Yaralioglu breaks down his process for creating master materials, terrain shaders, and some advanced materials in Unreal Engine. With the help of Material Functions, each shader is fully scalable, allowing the artist to build upon the foundation that they create throughout production. In this third part, Kem shows how to create a Master Material with only Material Functions, demonstrating the power of its scalability. By the end of this course, he shows how to create a Master Material that will act as the foundation for his shaders.
Part 4 of 5. In this five-part series, Kem Yaralioglu breaks down his process for creating master materials, terrain shaders, and some advanced materials. With the help of Material Functions, each shader is fully scalable, allowing you to build upon the foundation that you will create throughout. In this part, Kem covers various advanced shaders that will help elevate your artistic arsenal. From Vertex Blending to Material Parameter Collections, these are the core essentials you need to speed up your workflow.
Part 5 of 5. In this five-part series, Kem Yaralioglu breaks down his process for creating master materials, terrain shaders, and some advanced materials. With the help of Material Functions, each shader is fully scalable, allowing you to build upon the foundation that you will create throughout. In this part, Kem demonstrates how to create a terrain material with multiple weighted layers that support procedural foliage, camera-based displacement, and more.
Part 1 – Introduction to the UE4 Material Editor 1 – Intro 2 – User Interface 3 – Using Texture Maps 4 – Common Nodes 5 – Material Types
Part 2 – Creating Material Functions and Instances 1 – Intro 2 – Creating Material Instances 3 – Creating Material Functions 4 – Material And Graph Organization
Part 3 – Creating a Master Material 1 – Intro 2 – Intial Material Function Setup 3.1 – Bulding Master Function 3.2 – Bulding Master Function 4 – Organization And Graph Clean Up 5 – Creating Parameters With Material Function 6 – Creating Material Instance And Testing 7 – Layering New Material Functions
Part 4 – Advance Materials 1 – Intro 2 – Displacement And Tessellation 3 – POM Materials 4 – Vertex Blending 5 – Post Process Fog 6 – Real-Time Edge Wear 7 – Material Parameter Collections 8 – Pulsating And Panning Materials
Part 5 – Creating a Terrain Material 1 – Intro 2 – Initial Setup & Weight Layers 3 – Layer Library & Testing 4 – Slope Detection – Tessellation & Displacement 5 – Procedural Landscape Foliage
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