1 00:00:24.478 --> 00:00:25.478 Nice to meet you all 2 00:00:25.478 --> 00:00:29.478 I am Professor Jo Ok hee from Sangmyung University responsible for teaching a course 3 00:00:29.478 --> 00:00:31.828 On utilizing Unreal Engine for implementing immersive content 4 00:00:31.828 --> 00:00:34.428 In today's session, we'll cover the fundamentals of material design 5 00:00:34.428 --> 00:00:38.178 Let's learn about materials and related content together 6 00:00:38.608 --> 00:00:42.308 Materials are essential whether you are making game or animation 7 00:00:42.308 --> 00:00:46.008 It can be described as the concept that defines 8 00:00:46.008 --> 00:00:48.258 How the surfaces of various 3D objects will appear 9 00:00:48.777 --> 00:00:51.427 Starting from basic color 10 00:00:51.427 --> 00:00:57.127 To reflections, refractions, transparency, and even complex fur expressions 11 00:00:57.127 --> 00:01:00.477 materials encompass a wide range of elements 12 00:01:00.575 --> 00:01:03.275 While modeling involves 13 00:01:03.275 --> 00:01:06.675 Creating the object itself in many 3D graphic programs 14 00:01:06.675 --> 00:01:10.625 the application of materials after modeling significantly 15 00:01:10.625 --> 00:01:13.575 Influences the final outcome 16 00:01:13.575 --> 00:01:18.025 Therefore, learning about materials requires a substantial amount of time 17 00:01:18.517 --> 00:01:21.217 Therefore, depending on the materials you set 18 00:01:21.217 --> 00:01:23.617 They can appear very differently and diverse 19 00:01:23.617 --> 00:01:26.467 They can appear very differently and varied 20 00:01:27.042 --> 00:01:31.242 But what's important is that we're dealing with the Unreal game engine 21 00:01:31.440 --> 00:01:35.590 As those who have worked with materials and rendering in Max or Maya would know 22 00:01:35.590 --> 00:01:40.490 In general, other 3D graphics programs have rendering time 23 00:01:40.725 --> 00:01:42.725 When you press the rendering button 24 00:01:42.725 --> 00:01:47.475 Colors, refraction, and various reflection concepts are calculated 25 00:01:47.475 --> 00:01:49.525 Then the result will be shown 26 00:01:49.525 --> 00:01:52.425 Game engines like Unreal calculate 27 00:01:52.425 --> 00:01:54.925 these concepts in real-time as soon as you press play 28 00:01:54.925 --> 00:01:57.725 The calculations are completed so that they can be shown in real time 29 00:01:57.983 --> 00:01:59.333 So, Reality 30 00:01:59.333 --> 00:02:01.783 That's what we call it the real time rendering 31 00:02:01.783 --> 00:02:04.433 Let's take a look at how materials are represented 32 00:02:04.433 --> 00:02:05.683 How they are utilized 33 00:02:05.683 --> 00:02:07.533 And How they are optimized 34 00:02:07.533 --> 00:02:09.633 In Unreal Engine 35 00:02:10.286 --> 00:02:12.336 Before we dive in 36 00:02:12.336 --> 00:02:17.086 Let's brainstorm on how we can approach a simple topic regarding how materials are represented 37 00:02:17.086 --> 00:02:19.286 For example 38 00:02:19.286 --> 00:02:20.836 There are spheres 39 00:02:20.836 --> 00:02:23.336 The color of the surface seems to have different colors 40 00:02:23.336 --> 00:02:28.286 Patters and glossiness 41 00:02:28.286 --> 00:02:32.036 The concept of material itself means 42 00:02:32.036 --> 00:02:37.436 First, there's glossiness, color, and the three-dimensional effect of the surface 43 00:02:37.436 --> 00:02:38.936 Furthermore 44 00:02:38.936 --> 00:02:44.536 There's the use of fur and other techniques for depicting materials like carpets or animal skins 45 00:02:44.536 --> 00:02:49.996 You can think of these elements as being included in the material 46 00:02:50.275 --> 00:02:53.125 The important thing is that even with identical objects 47 00:02:53.125 --> 00:02:58.475 Depending on the glossiness, color, and surface texture 48 00:02:58.475 --> 00:03:01.275 you can create a vastly different feeling 49 00:03:01.625 --> 00:03:04.625 It would be beneficial for each person 50 00:03:04.625 --> 00:03:08.725 To consider how these elements would be represented in Unreal Engine 51 00:03:08.725 --> 00:03:12.435 Which operates with real-time rendering for game development 52 00:03:13.167 --> 00:03:15.367 If you've had experience with materials 53 00:03:15.367 --> 00:03:18.367 in programs like Max, Maya Blender, or other 3D graphics software 54 00:03:18.367 --> 00:03:22.527 Or if you've worked with Unity 3D, 55 00:03:22.527 --> 00:03:24.477 Which is another game engine 56 00:03:24.477 --> 00:03:26.767 You might want to consider 57 00:03:26.767 --> 00:03:32.407 Similarities or differences compared to Unreal Engin 58 00:03:32.407 --> 00:03:34.806 This could be a good starting point for today's session 59 00:03:35.853 --> 00:03:39.393 The learning objectives for today's session can be broadly divided into three main parts 60 00:03:39.393 --> 00:03:45.133 Learning Objective 1 Concepts and roles of materials and shaders 61 00:03:45.133 --> 00:03:48.433 The concept of materials and shaders is 62 00:03:48.433 --> 00:03:52.013 Extensively utilized in various contexts 63 00:03:52.013 --> 00:03:55.912 Some people use these two terms interchangeably 64 00:03:55.912 --> 00:03:59.773 But they have slightly different meanings 65 00:03:59.773 --> 00:04:05.453 So, it will be a chance to think about the differences and roles of these two concepts 66 00:04:05.453 --> 00:04:07.203 Next, would be Colors 67 00:04:07.203 --> 00:04:12.193 You can apply a simple single color or gradient to a material 68 00:04:12.193 --> 00:04:14.143 Applying an existing image 69 00:04:14.143 --> 00:04:17.292 Learning Objective 2, Texture Mapping Applying an existing image as a texture is a crucial task 70 00:04:17.292 --> 00:04:21.673 This applies similarly in other 3D graphics programs as well 71 00:04:21.673 --> 00:04:26.273 Especially when depicting human faces, skin, clothing, and similar details 72 00:04:26.273 --> 00:04:30.323 Existing texture images are crucial 73 00:04:30.323 --> 00:04:35.423 Let's explore how these concepts are applied in Unreal Engine 74 00:04:35.824 --> 00:04:41.074 And of course, there are lots of materials available on the Marketplace 75 00:04:41.074 --> 00:04:43.124 There are both paid and free materials available 76 00:04:43.124 --> 00:04:47.124 Materials that were quite expensive during monthly sales 77 00:04:47.124 --> 00:04:50.024 Some shining and shimmering, others animated 78 00:04:50.024 --> 00:04:51.474 Offering a wide range of options 79 00:04:51.474 --> 00:04:53.124 You need to understand 80 00:04:53.124 --> 00:04:56.774 Learning Objective 3, Creating and applying materials How to create these materials based on certain concepts 81 00:04:56.774 --> 00:05:00.274 We should be able to use the downloaded materials smoothly as well 82 00:05:00.424 --> 00:05:02.774 Let's consider these aspects as well 83 00:05:03.174 --> 00:05:06.574 Learning Objective 4 Advanced material creation using graphs 84 00:05:06.574 --> 00:05:08.674 We'll look into this as the final topic 85 00:05:08.674 --> 00:05:12.074 If you've worked with Shader Graph in Unity 3D 86 00:05:12.074 --> 00:05:15.014 You'll likely find it easier to grasp quickly 87 00:05:15.014 --> 00:05:16.914 In Unreal Engine, when we talk about graphs 88 00:05:16.914 --> 00:05:20.414 We're not referring to the charts like those in Excel or PowerPoint 89 00:05:20.414 --> 00:05:22.973 It's more about the node based concept 90 00:05:22.973 --> 00:05:25.573 So, using node graphs to edit materials involves creating nodes, 91 00:05:25.573 --> 00:05:28.973 Connecting them, and applying them in various ways 92 00:05:28.973 --> 00:05:33.813 You can create truly impressive, high quality materials using this approach 93 00:05:33.813 --> 00:05:36.453 Let's take a look at that as well 94 00:05:36.824 --> 00:05:40.724 Concepts and roles of materials and shaders 95 00:05:41.453 --> 00:05:46.694 Let's first take a look at the concepts and roles of materials and shaders 96 00:05:46.694 --> 00:05:50.214 What you are currently looking at is the Unreal Engine interface 97 00:05:50.214 --> 00:05:53.414 Here in Unreal Engine, the interface is somewhat similar to Unity's 98 00:05:53.414 --> 00:05:55.964 Most game engines 99 00:05:55.964 --> 00:05:59.414 Have a relatively clean interface after the initial installation 100 00:05:59.414 --> 00:06:02.254 Game engines typically have fewer icons 101 00:06:02.254 --> 00:06:05.054 Whereas programs like 3D Max or Maya 102 00:06:05.054 --> 00:06:09.693 Have a lot of icons after installation 103 00:06:09.693 --> 00:06:14.733 Students often find it daunting to memorize all of that 104 00:06:14.733 --> 00:06:16.633 In game engines 105 00:06:16.633 --> 00:06:19.813 Most of the essential features are hidden behind icons and menus 106 00:06:19.813 --> 00:06:25.813 When needed, you can right-click to access a menu and select the desired option 107 00:06:25.813 --> 00:06:29.934 So, depending on the Unreal Engine version 108 00:06:29.934 --> 00:06:31.834 Like 4.27, 5.0, 5.2, or 5.3 109 00:06:31.834 --> 00:06:37.534 The overall composition of the menus shown when right-clicking may not vary drastically 110 00:06:37.534 --> 00:06:40.384 But there are slight differences 111 00:06:40.384 --> 00:06:42.614 Across these representative menus in each version 112 00:06:42.614 --> 00:06:44.064 Therefore in 5.0 version 113 00:06:44.064 --> 00:06:49.093 The Niagara system that has recently gained significant attention is prominently featured 114 00:06:49.093 --> 00:06:54.093 And therefore, among the four representative menus, the third one is specifically for materials 115 00:06:54.093 --> 00:06:56.413 This is a crucial concept 116 00:06:56.413 --> 00:06:59.693 So, when you click on Materials, it gets created 117 00:06:59.693 --> 00:07:01.743 Therefore, in Unreal Engine, a material 118 00:07:01.743 --> 00:07:05.254 Is a concept applied to 3D models or environments 119 00:07:05.254 --> 00:07:07.854 The most crucial aspect on the surface is color 120 00:07:07.854 --> 00:07:09.354 As you are seeing now 121 00:07:09.354 --> 00:07:14.813 If you've ever used Unreal even once, you've likely seen the basic default map 122 00:07:14.813 --> 00:07:17.363 With gray and blue colors 123 00:07:17.363 --> 00:07:19.254 Colors can be changed of course 124 00:07:19.254 --> 00:07:25.213 Next, there are important elements that determine texture, reflection, transparency, and more on the surface 125 00:07:25.213 --> 00:07:30.054 Going further from reflection, you can also explore the concept of refraction 126 00:07:30.054 --> 00:07:35.494 Adding transparency to objects like cola bottles with many curves is relatively easy 127 00:07:35.494 --> 00:07:38.213 To incorporate refraction into such materials 128 00:07:38.213 --> 00:07:42.933 you need to handle complex lighting connections within the material 129 00:07:42.933 --> 00:07:47.093 And study advanced material techniques that allows you to accurately represent these effects 130 00:07:47.093 --> 00:07:50.534 If you understand the basic properties of materials 131 00:07:50.534 --> 00:07:53.384 Such as color, texture, reflection, transparency, and so on 132 00:07:53.384 --> 00:07:56.174 Anyone can achieve high quality results in material representation 133 00:07:56.174 --> 00:08:00.853 You can say that materials define the visual characteristics of an object 134 00:08:00.853 --> 00:08:07.134 Games or simulations greatly enhance realism and immersion 135 00:08:07.134 --> 00:08:08.894 Even with identical objects 136 00:08:08.894 --> 00:08:11.494 When a sports car appears in a game 137 00:08:11.494 --> 00:08:15.194 With highly realistic materials that shimmer 138 00:08:15.194 --> 00:08:17.134 Under the city lights as if freshly polished 139 00:08:17.134 --> 00:08:20.853 One that significantly enhances the realism and immersion 140 00:08:20.853 --> 00:08:25.774 Naturally, compared to a plastic like, toy like car without gloss 141 00:08:25.774 --> 00:08:27.124 Comparing these two 142 00:08:27.124 --> 00:08:32.653 The high quality material applied to the sports car would provide a much more immersive experience 143 00:08:32.653 --> 00:08:36.573 The material system in Unreal Engine is very powerful 144 00:08:36.573 --> 00:08:37.973 The important thing is 145 00:08:37.973 --> 00:08:44.414 That of course, when making games, you need some level of coding or Blueprint scripting skills 146 00:08:44.414 --> 00:08:49.114 But for simply creating scenes visually and making materials 147 00:08:49.114 --> 00:08:51.494 Programming skills are not required at all 148 00:08:51.494 --> 00:08:53.974 That's another advantage of Unreal Engine 149 00:08:53.974 --> 00:08:56.824 However, Unreal Engine provides a variety of functionalities 150 00:08:56.824 --> 00:09:00.974 Within its own framework where complex visual effects can be created 151 00:09:00.974 --> 00:09:03.853 Simply by effectively utilizing the available nodes 152 00:09:03.853 --> 00:09:08.254 What you are looking at is the material interface that appears 153 00:09:08.254 --> 00:09:13.414 when you double click on a material after creating it by right clicking 154 00:09:13.414 --> 00:09:17.214 On the left, it appears as a black sphere initially 155 00:09:17.214 --> 00:09:20.293 Because there are no settings applied to it by default 156 00:09:20.293 --> 00:09:22.943 Depending on your preferences or the nature of your work 157 00:09:22.943 --> 00:09:25.573 You can view the material in different ways, it can be as a flat plane 158 00:09:25.573 --> 00:09:27.323 As a cube 159 00:09:27.323 --> 00:09:31.293 Or you can visualize it on a specific object that you designate beforehand 160 00:09:31.293 --> 00:09:34.573 The default visualization is a sphere shape 161 00:09:34.573 --> 00:09:39.293 Because it allows you to preview various aspects 162 00:09:39.293 --> 00:09:45.573 Such as reflections, materials, and other effects in a more versatile manner 163 00:09:45.573 --> 00:09:47.173 If you view it in a cube shape 164 00:09:47.173 --> 00:09:51.973 You may not accurately see reflections or specular highlights as effectively 165 00:09:51.973 --> 00:09:55.873 Therefore, many programs allow materials to be previewed on a sphere 166 00:09:55.873 --> 00:09:58.853 Beforehand to effectively gauge reflections and other visual effects 167 00:09:59.735 --> 00:10:04.295 It's very intuitive and allows you to connect various elements seamlessly 168 00:10:04.295 --> 00:10:05.995 Other 3D graphics programs 169 00:10:05.995 --> 00:10:08.535 Since Blender is currently popular 170 00:10:08.535 --> 00:10:10.035 Those who have tried Blender 171 00:10:10.035 --> 00:10:16.015 You might feel that the elements displaying materials are quite similar across different programs 172 00:10:16.915 --> 00:10:19.915 You'll notice that concepts like normal maps base colors 173 00:10:19.915 --> 00:10:23.265 Or metallic textures 174 00:10:23.265 --> 00:10:25.255 And even roughness are almost identical 175 00:10:25.255 --> 00:10:29.155 Things are the same whether in Korean or English versions 176 00:10:29.155 --> 00:10:33.305 Detailed elements like these tend to be very similar visually 177 00:10:33.305 --> 00:10:37.095 Regardless of the software you're using 178 00:10:37.095 --> 00:10:38.345 However, it's important to note 179 00:10:38.345 --> 00:10:43.335 That some people use the English version of Unreal Engine, while others prefer the Korean version 180 00:10:43.335 --> 00:10:45.635 However, the Korean version of Unreal Engine is very well made 181 00:10:45.635 --> 00:10:46.935 And functions excellently 182 00:10:46.935 --> 00:10:50.974 Occasionally, there are menu names that have been translated into Korean 183 00:10:50.974 --> 00:10:53.524 Which may be a bit confusing if you're used to the English versions 184 00:10:53.524 --> 00:10:57.575 Some menus are simply written in Korean using the English pronunciation 185 00:10:57.575 --> 00:11:00.425 In this context, various elements coexist 186 00:11:00.425 --> 00:11:05.725 But most of the menus and material properties in this material 187 00:11:05.725 --> 00:11:08.295 Are written as pronounced in English 188 00:11:08.295 --> 00:11:12.414 It would be helpful to keep that in mind 189 00:11:12.414 --> 00:11:16.164 Especially for those who have tried other 3D graphics programs 190 00:11:16.164 --> 00:11:19.015 You'll likely adapt to the elements quickly 191 00:11:19.054 --> 00:11:22.975 If you understand the concept of nodes, that should be sufficient 192 00:11:22.975 --> 00:11:25.975 Many people use dual monitors, especially for setups like the detailed screen 193 00:11:25.975 --> 00:11:31.134 You're currently viewing Where settings can make a significant difference 194 00:11:31.134 --> 00:11:33.134 So, for those using dual monitors 195 00:11:33.134 --> 00:11:36.184 They can arrange this detailed menu on a separate screen 196 00:11:36.184 --> 00:11:38.534 Place it in the left corner 197 00:11:38.534 --> 00:11:41.175 The right corner, or even horizontally at the bottom 198 00:11:41.175 --> 00:11:43.925 They can place interfaces wherever they prefer 199 00:11:43.925 --> 00:11:46.895 Within the Unreal Engine interface 200 00:11:46.895 --> 00:11:51.995 For those who don't use the detail menu much when working on materials 201 00:11:51.995 --> 00:11:55.975 It's perfectly fine to close the window by clicking the X icon to remove it from view 202 00:11:55.975 --> 00:11:57.825 This detail menu shows detailed properties of a material 203 00:11:57.825 --> 00:12:03.374 Allowing you to view and adjust specific attributes directly 204 00:12:03.374 --> 00:12:05.924 However, many tasks can be efficiently 205 00:12:05.924 --> 00:12:09.735 And intuitively accomplished through node connections alone 206 00:12:09.735 --> 00:12:17.774 Therefore, you don't necessarily have to view this detail menu if you prefer not to 207 00:12:17.774 --> 00:12:22.024 Of course, when creating high quality materials, it's important to refer to the detail menu 208 00:12:22.024 --> 00:12:24.474 You can perform nearly all tasks 209 00:12:24.474 --> 00:12:27.935 That the detail menu offers through node connections alone 210 00:12:27.935 --> 00:12:32.985 When you want to fine-tune specific settings you've configured 211 00:12:32.985 --> 00:12:36.894 You can use the detail menu to verify and adjust them in detail 212 00:12:36.894 --> 00:12:39.414 The same applies to textures as well 213 00:12:39.414 --> 00:12:42.614 In the material editing window you can see the connections 214 00:12:42.614 --> 00:12:46.664 But for a thorough verification of whether everything is properly connected 215 00:12:46.664 --> 00:12:49.054 The detail menu provides a more detailed view 216 00:12:49.054 --> 00:12:51.504 And in this lesson 217 00:12:51.504 --> 00:12:55.295 I'll explain how to create materials 218 00:12:55.295 --> 00:12:59.815 There's a wide variety of materials available on the Marketplace 219 00:12:59.815 --> 00:13:03.935 There are various types of materials available such as glass and car surfaces 220 00:13:03.935 --> 00:13:06.385 For natural material settings 221 00:13:06.385 --> 00:13:07.414 There are options like dirt floors 222 00:13:07.414 --> 00:13:13.215 A forest floor or a field with a truly realistic and undulating texture 223 00:13:13.215 --> 00:13:16.915 Even for materials like rocks, achieving a truly realistic and uneven texture 224 00:13:16.915 --> 00:13:18.965 Regardless of the object it's applied to 225 00:13:18.965 --> 00:13:22.455 Things that can create a sensation akin to real stones sourced from a mountain 226 00:13:22.455 --> 00:13:24.455 When setting up an interior set 227 00:13:24.505 --> 00:13:30.414 Wallpapers, glass, floors, and roof materials are made as a set 228 00:13:30.414 --> 00:13:33.264 If you import these materials and double click on them 229 00:13:33.264 --> 00:13:35.894 You can see how the material nodes are set up 230 00:13:35.894 --> 00:13:39.744 And explore the settings in the detail menus 231 00:13:39.744 --> 00:13:44.375 I believe this will be very helpful for in depth understanding of materials 232 00:13:44.375 --> 00:13:48.655 Let's take a look at some of the assets available on the Marketplace 233 00:13:48.655 --> 00:13:51.105 The screen I'm currently capturing 234 00:13:51.105 --> 00:13:54.405 And the screen you would see when searching for materials on the Marketplace 235 00:13:54.405 --> 00:13:56.414 Can be different of course 236 00:13:56.414 --> 00:13:59.414 Just like Unreal Engine continues to update 237 00:13:59.414 --> 00:14:01.264 the Marketplace sees new assets 238 00:14:01.264 --> 00:14:06.095 Being added daily from around the world 239 00:14:06.095 --> 00:14:08.495 Sometimes, very expensive materials on the Marketplace 240 00:14:08.495 --> 00:14:11.745 Can become free during monthly sales 241 00:14:11.745 --> 00:14:14.414 or they can drop in price to nearly one tenth of their original cost 242 00:14:14.414 --> 00:14:17.934 It would be beneficial to keep an eye out for such opportunities 243 00:14:17.934 --> 00:14:23.694 One of the fascinating aspects of materials is that when you connect various nodes 244 00:14:23.694 --> 00:14:28.534 Sometimes unexpectedly excellent results can emerge, even beyond your initial intentions 245 00:14:28.534 --> 00:14:31.684 So, when you come up with a good material while working 246 00:14:31.684 --> 00:14:34.834 It's a good idea to save it even if you're not currently using it 247 00:14:34.834 --> 00:14:36.974 You might find it useful someday 248 00:14:36.974 --> 00:14:40.074 Moreover, when working on different projects 249 00:14:40.074 --> 00:14:43.754 You can easily copy materials by simply using copy and paste or by importing them 250 00:14:43.754 --> 00:14:50.094 This makes it convenient to use a variety of files across projects 251 00:14:50.094 --> 00:14:52.894 If you suddenly remember a material from another project 252 00:14:52.894 --> 00:14:56.615 Then you can import it and use it right away without any issues 253 00:14:56.615 --> 00:15:00.765 And another great feature of Unreal Engine 254 00:15:00.765 --> 00:15:02.665 As good as what's available on the Marketplace 255 00:15:02.665 --> 00:15:05.455 Is that you can't overlook this bridge feature 256 00:15:05.455 --> 00:15:09.755 Quickly Bridge provides various high quality materials 257 00:15:09.755 --> 00:15:12.255 under the name surfaces 258 00:15:12.255 --> 00:15:14.335 Rather than materials 259 00:15:14.335 --> 00:15:18.235 There are various sources available that provide textures in resolutions ranging to like 4K or even to 8K 260 00:15:18.235 --> 00:15:25.055 When working on specific objects or interiors that you can see in front of you 261 00:15:25.055 --> 00:15:27.955 I recommend downloading assets from the Marketplace 262 00:15:27.955 --> 00:15:32.205 When working on natural elements, terrain, and similar tasks 263 00:15:32.205 --> 00:15:36.455 I recommend checking out the surfaces list in Quixel Bridge's Quick Selection 264 00:15:36.455 --> 00:15:38.295 There are many good quality sources available 265 00:15:38.295 --> 00:15:41.295 When I used version 4.0 before 266 00:15:41.295 --> 00:15:44.295 Setting up Quixel Bridge was a bit inconvenience 267 00:15:44.295 --> 00:15:48.374 Since version 5.0, Quixel Bridge automatically appears in the menu when you right click 268 00:15:48.374 --> 00:15:52.624 There are various elements available that are 269 00:15:52.624 --> 00:15:54.574 Just as diverse as those on the Marketplace 270 00:15:54.574 --> 00:15:59.134 So I highly recommend making good use of both materials and Quixel Bridge 271 00:15:59.175 --> 00:16:02.725 We can say that materials define 272 00:16:02.725 --> 00:16:08.534 How surfaces of objects appear and feel in the Unreal Engine 273 00:16:08.534 --> 00:16:12.584 Materials encompass visual properties 274 00:16:12.584 --> 00:16:15.895 Such as color, texture, glossiness, reflectivity, and more 275 00:16:15.895 --> 00:16:17.295 In terms of physical properties 276 00:16:17.295 --> 00:16:21.045 For example, the roughness level 277 00:16:21.045 --> 00:16:24.895 The more it reflects light perfectly, it gives almost a billiard ball like feel 278 00:16:24.895 --> 00:16:26.695 If it reflects light moderately 279 00:16:26.695 --> 00:16:30.295 For example, someone lightly rubbed the surface of a billiard ball with a cloth 280 00:16:30.295 --> 00:16:32.495 Then the amount of reflection would decrease slightly 281 00:16:32.495 --> 00:16:34.995 All of these characteristics can be expressed 282 00:16:34.995 --> 00:16:40.575 Simply by connecting numerical values or texture files in the material properties 283 00:16:40.575 --> 00:16:44.735 Visual properties include color, texture, and concepts related to coloration 284 00:16:44.735 --> 00:16:47.235 In games or visualization projects 285 00:16:47.235 --> 00:16:52.654 Objects can be made to look either realistic or as intended by the designer 286 00:16:52.654 --> 00:16:55.054 Unreal Engine's materials are 287 00:16:55.054 --> 00:16:58.504 created using a node based visual editing tool called the Material Editor 288 00:16:58.504 --> 00:17:02.214 The interface I showed earlier is indeed the Material Editor interface 289 00:17:02.214 --> 00:17:05.814 Through that, you can create and modify materials using that tool 290 00:17:05.814 --> 00:17:08.564 Developers use this editor 291 00:17:08.564 --> 00:17:12.414 There are a vast number of nodes available 292 00:17:12.414 --> 00:17:17.114 If you right-click in the Material Editor window, you'll see a comprehensive list of nodes displayed 293 00:17:17.114 --> 00:17:20.895 And you can extensively utilize various nodes in the Material Editor 294 00:17:20.895 --> 00:17:22.745 Connect and combine 295 00:17:22.745 --> 00:17:26.254 In order to create complex visual effects using these nodes 296 00:17:26.254 --> 00:17:28.754 So, materials created are ultimately compiled 297 00:17:28.754 --> 00:17:32.904 Into shader code and executed on the GPU 298 00:17:32.904 --> 00:17:35.094 Producing the visible results 299 00:17:35.094 --> 00:17:37.894 In typical programs like Max or Maya 300 00:17:37.894 --> 00:17:40.894 There is a rendering time involved where calculations are completed 301 00:17:40.894 --> 00:17:42.895 Before the image is presented to us 302 00:17:42.895 --> 00:17:44.745 In contrast, game engines like Unreal Engine 303 00:17:44.745 --> 00:17:47.945 Compute in real time as soon as you press play 304 00:17:47.945 --> 00:17:50.295 Instantly displaying results on screen 305 00:17:50.295 --> 00:17:53.134 And that's the core difference 306 00:17:53.134 --> 00:17:58.335 Let's take a closer look at shaders, which are similar to materials but a different concept 307 00:17:58.335 --> 00:18:03.285 A shader can be defined as code that programmatically defines 308 00:18:03.285 --> 00:18:06.615 How the surface of a 3D object interacts with light 309 00:18:06.615 --> 00:18:10.365 I think those who have worked with Shader Graph in Unity 310 00:18:10.365 --> 00:18:13.534 Would have a better understanding of shaders 311 00:18:13.534 --> 00:18:17.584 This shader conceptually refers to how visual properties 312 00:18:17.584 --> 00:18:22.254 Defined by materials are used to render images on the screen 313 00:18:22.254 --> 00:18:25.104 You must have heard of what GPU is 314 00:18:25.104 --> 00:18:29.954 Thinking of shaders as something that sits between the GPU and materials 315 00:18:29.954 --> 00:18:33.014 will make it much easier to understand, I believe 316 00:18:33.614 --> 00:18:36.314 This runs on the GPU and operates 317 00:18:36.314 --> 00:18:41.205 Across multiple stages of the rendering pipeline 318 00:18:41.205 --> 00:18:48.955 Shaders are broadly categorized into vertex shaders pixel or fragment shaders, and geometry shaders among others 319 00:18:48.955 --> 00:18:51.534 each serving distinct roles in the rendering pipeline 320 00:18:51.534 --> 00:18:55.615 Each operates at different stages of the rendering process 321 00:18:55.615 --> 00:19:00.465 For instance, the vertex shader is applied to each vertex of a 3D model 322 00:19:00.465 --> 00:19:02.735 To determine its final position 323 00:19:02.735 --> 00:19:06.685 While the pixel shader is used to compute 324 00:19:06.685 --> 00:19:13.175 The color and gloss of each pixel displayed on the screen 325 00:19:13.175 --> 00:19:19.414 I'll focus on highlighting two similarities and differences between shaders and materials 326 00:19:19.414 --> 00:19:23.864 Material is a high-level canvas that users define 327 00:19:23.864 --> 00:19:27.735 And manipulate visual attributes with 328 00:19:27.735 --> 00:19:34.454 Material is a concept that defines how things will appear visually, like deciding how they will look to the eye 329 00:19:34.454 --> 00:19:36.354 On the other hand, shaders 330 00:19:36.354 --> 00:19:40.804 Are concepts in coding that actually perform 331 00:19:40.804 --> 00:19:44.695 The rendering based on these visual attributes 332 00:19:44.695 --> 00:19:47.945 Material defines how things will be drawn visually 333 00:19:47.945 --> 00:19:52.375 So think of it as the concept of publishing how things should appear 334 00:19:52.375 --> 00:19:56.735 On the other hand, shaders are closer to coding concepts 335 00:19:56.735 --> 00:19:59.855 They are often used similarly in practice 336 00:19:59.855 --> 00:20:04.735 Materials are worked on through a node based visual interface 337 00:20:04.735 --> 00:20:11.845 Whereas shaders are typically written in HLSL or a similar shading language 338 00:20:12.722 --> 00:20:17.412 Materials focus on defining the visual representation of objects 339 00:20:17.412 --> 00:20:24.212 Shaders provide specific methods for implementing such representations 340 00:20:24.212 --> 00:20:27.252 The important thing is that these two have distinct roles 341 00:20:27.252 --> 00:20:29.812 When you're working, they might seem similar in concept 342 00:20:29.812 --> 00:20:33.852 But in practice, they are very different 343 00:20:33.852 --> 00:20:38.012 Yet closely intertwined 344 00:20:38.012 --> 00:20:41.772 We can say Materials and shaders are both important 345 00:20:41.772 --> 00:20:44.371 Materials are used to perform visual design 346 00:20:44.371 --> 00:20:48.691 Internally, materials are transformed into shader code, having GPU to produce the final visual output 347 00:20:48.691 --> 00:20:51.772 The important thing is that when we create beautiful materials 348 00:20:51.772 --> 00:20:55.691 Shaders are applied automatically without us needing to explicitly think about them 349 00:20:55.691 --> 00:20:58.052 It's computed automatically and shows up automatically 350 00:20:58.052 --> 00:21:01.892 By simply mastering the Material interface editor 351 00:21:01.892 --> 00:21:05.452 You can express a wide variety of dazzling effects as you desire 352 00:21:06.342 --> 00:21:09.912 Texture mapping and basic material creation and application 353 00:21:10.412 --> 00:21:15.211 Let's take a look at texture mapping this time 354 00:21:15.211 --> 00:21:21.652 One of the easiest ways to understand texture mapping is this 355 00:21:21.652 --> 00:21:24.131 Let's imagine the floor of a house 356 00:21:24.131 --> 00:21:26.892 When you lay down hardwood in such a case 357 00:21:26.892 --> 00:21:31.851 You can make it very thick and cover only several tiles 358 00:21:31.851 --> 00:21:35.491 Or you can make it thin and elongated 359 00:21:35.491 --> 00:21:39.252 Using multiple sheets of the same pattern 360 00:21:39.252 --> 00:21:45.652 Anyway, it's about how colors and patterns repeat to cover the area 361 00:21:45.652 --> 00:21:48.372 This is the concept of textures 362 00:21:48.372 --> 00:21:53.451 In every graphics program, textures can be considered extremely important 363 00:21:53.451 --> 00:21:56.811 Color, glossiness, and so on 364 00:21:56.811 --> 00:21:59.652 Of course, there's nothing insignificant in materials 365 00:21:59.692 --> 00:22:03.492 However, fundamentally, when it comes to determining color 366 00:22:03.492 --> 00:22:06.892 Textures can be considered a really important concept 367 00:22:06.892 --> 00:22:09.492 So, there's a Texture Sample node 368 00:22:09.492 --> 00:22:11.171 And also a Texture Object node 369 00:22:11.171 --> 00:22:12.271 They are little bit different 370 00:22:12.271 --> 00:22:15.572 Anyway, we make Texture Sample node 371 00:22:15.572 --> 00:22:21.491 And we find path to a jpg file in the detail menu 372 00:22:21.491 --> 00:22:24.211 Although png and tga files are often used 373 00:22:24.211 --> 00:22:26.932 Or, you can also connect files 374 00:22:26.932 --> 00:22:31.851 Material Editor is designed to be very convenient and intuitive 375 00:22:31.851 --> 00:22:34.611 You can drag and drop the image file to the window directly 376 00:22:34.611 --> 00:22:37.711 Just like these left and right images 377 00:22:37.711 --> 00:22:40.092 Left is what it looks like when you drag 378 00:22:40.092 --> 00:22:42.942 Once you release cursor 379 00:22:42.942 --> 00:22:44.652 Once you release the mouse click 380 00:22:44.652 --> 00:22:47.292 The image will attach to the node automatically 381 00:22:47.292 --> 00:22:51.491 So, you can create a Texture Sample node and choose an image 382 00:22:51.491 --> 00:22:56.691 When you drag the image directly, it automatically connects to the Texture Sample node 383 00:22:56.691 --> 00:23:00.051 The important thing is that the sphere continues to appear black so far 384 00:23:00.051 --> 00:23:04.732 So far, the material itself doesn't have the texture connected yet 385 00:23:04.732 --> 00:23:08.812 When it comes to when the connection is made 386 00:23:08.812 --> 00:23:12.131 It happens when you link the nodes like this 387 00:23:12.131 --> 00:23:14.251 Connecting like this is very simple 388 00:23:14.251 --> 00:23:19.611 Think of clicking and dragging to stitch these boxes together with a thread 389 00:23:19.611 --> 00:23:21.461 When you want to delete that stitch 390 00:23:21.461 --> 00:23:25.892 Hold down the Alt key and click, and the connection will be removed instantly 391 00:23:25.932 --> 00:23:28.491 It can be described as very intuitive 392 00:23:28.491 --> 00:23:32.532 And I'll explain shortly after 393 00:23:32.532 --> 00:23:38.812 If you want to specify colors like red, yellow, gray, etc., instead of textures 394 00:23:38.812 --> 00:23:43.211 While holding down the number 3 key 395 00:23:43.211 --> 00:23:46.652 Click the left mouse button to open the RGB color picker node 396 00:23:46.652 --> 00:23:51.771 You can pick your desired color from there and connect it directly to the base color without any issues 397 00:23:51.771 --> 00:23:55.292 When connecting textures, it's crucial 398 00:23:55.292 --> 00:24:01.251 Especially for characters, furniture, weapons, and other three-dimensional objects 399 00:24:01.251 --> 00:24:04.732 As each has specific color values and patterns in different areas 400 00:24:04.732 --> 00:24:07.372 In such cases, mostly utilizes texture files 401 00:24:07.372 --> 00:24:11.771 For characters that are complex for UV mapping 402 00:24:11.771 --> 00:24:15.092 You can use different graphics program to set UV 403 00:24:15.092 --> 00:24:18.211 For simpler elements like floors, terrains, or walls 404 00:24:18.211 --> 00:24:22.611 In Unreal Engine, you can specify how many times 405 00:24:22.611 --> 00:24:24.812 A texture of a certain size will repeat 406 00:24:24.812 --> 00:24:27.611 When you connect a texture to the base color 407 00:24:27.611 --> 00:24:31.572 The texture mapping is automatically assigned to the color values 408 00:24:31.572 --> 00:24:35.212 And it can extend widely from left to right 409 00:24:35.212 --> 00:24:40.172 You can use this texture sample value for other properties like metallic, specular, roughness, and so on 410 00:24:40.172 --> 00:24:43.131 You can connect it to other places as well 411 00:24:43.131 --> 00:24:46.691 But sometimes only one input can accept it 412 00:24:46.691 --> 00:24:48.811 It can only accept one input 413 00:24:48.811 --> 00:24:51.212 However, when extending to the right 414 00:24:51.212 --> 00:24:53.371 You can connect one value to multiple inputs 415 00:24:53.371 --> 00:24:55.612 It's good to keep this in mind 416 00:24:55.612 --> 00:24:59.371 For example, currently the base color is connected to a texture sample node 417 00:24:59.371 --> 00:25:03.691 And the concept is that you cannot connect various other nodes to the base color simultaneously 418 00:25:03.691 --> 00:25:06.012 However, a single texture sample node can be plugged 419 00:25:06.012 --> 00:25:09.811 Into both the base color and the normal map 420 00:25:09.811 --> 00:25:13.091 Let's take a look at the various elements 421 00:25:13.091 --> 00:25:16.651 Present in this material node 422 00:25:16.651 --> 00:25:21.892 There are elements like Base Color, Metallic, Specular, Roughness, Emissive, Opacity, Normal Map, etc 423 00:25:21.892 --> 00:25:25.452 Which are quite similar to those found in most 3D graphics programs 424 00:25:25.452 --> 00:25:27.851 Let's take a look at some important elements 425 00:25:27.851 --> 00:25:30.212 Base color is the primary color 426 00:25:30.212 --> 00:25:32.651 Here, a texture is connected 427 00:25:32.651 --> 00:25:34.971 And metallic represents the metallic value 428 00:25:34.971 --> 00:25:36.771 For instance, roughness setting 429 00:25:36.771 --> 00:25:39.131 I will explain it later, so for now, set it to zero 430 00:25:39.131 --> 00:25:42.131 As metallic value goes up 431 00:25:42.131 --> 00:25:45.892 Suddenly, it becomes stainless, metal ball 432 00:25:45.892 --> 00:25:47.212 Also called chromball as well 433 00:25:47.212 --> 00:25:51.851 You can create a material that instantly reflects 434 00:25:51.851 --> 00:25:54.492 Everything across its entire surface like a mirror ball 435 00:25:54.492 --> 00:25:55.651 It has metallic property 436 00:25:55.651 --> 00:25:58.411 Specular refers to a slight reflectivity 437 00:25:58.411 --> 00:26:01.971 It's slightly different from just simple reflection 438 00:26:01.971 --> 00:26:04.371 Roughness refers to the degree of roughness 439 00:26:04.371 --> 00:26:08.452 When roughness is zero 440 00:26:08.452 --> 00:26:13.131 It gives a shining, glossy appearance, similar to marble or a billiard ball 441 00:26:13.131 --> 00:26:15.732 Increasing it to around 10, 15, or 20 442 00:26:15.732 --> 00:26:18.332 Makes the surface slightly blurred and whitened 443 00:26:18.332 --> 00:26:20.052 It becomes rougher 444 00:26:20.052 --> 00:26:21.572 Next, emissive is 445 00:26:21.572 --> 00:26:25.612 I'll explain in detail later using sample images 446 00:26:25.612 --> 00:26:28.531 One of Unreal Engine's most powerful features 447 00:26:28.531 --> 00:26:32.212 Emissive color is used as extensively 448 00:26:32.212 --> 00:26:34.772 As actual lights in practical applications 449 00:26:34.772 --> 00:26:38.811 An object itself can emit light, illuminating its surroundings 450 00:26:38.811 --> 00:26:42.572 It not only emits light as a visual effect 451 00:26:42.572 --> 00:26:45.371 But actually performs the role of a real light source 452 00:26:45.371 --> 00:26:47.811 It's a truly powerful feature 453 00:26:47.811 --> 00:26:50.691 Of course, similar concepts exist in other programs as well 454 00:26:50.691 --> 00:26:53.691 There are similar concepts like glow 455 00:26:53.691 --> 00:26:56.612 but in Unreal Engine, emissive color is easy to create 456 00:26:56.612 --> 00:26:58.612 And can be applied to any object 457 00:26:58.612 --> 00:27:04.131 It can really create powerful visual effects 458 00:27:04.131 --> 00:27:06.811 Opacity or transparency and normal maps 459 00:27:06.811 --> 00:27:10.091 When viewed from the side of the actual object would look fine 460 00:27:10.091 --> 00:27:11.651 But from this angle 461 00:27:11.651 --> 00:27:16.371 The effect makes it look rough or bumpy 462 00:27:16.371 --> 00:27:18.452 To apply a material 463 00:27:18.452 --> 00:27:21.212 You can simply click and drag it 464 00:27:21.212 --> 00:27:23.091 Or, you can connect it 465 00:27:23.091 --> 00:27:25.971 Through the details menu in the material slot 466 00:27:25.971 --> 00:27:28.012 It's essentially the same 467 00:27:28.012 --> 00:27:31.012 And you could say it's quite similar to other graphics programs 468 00:27:31.012 --> 00:27:34.732 This time, I'll show you a bit about texture coordinates 469 00:27:34.732 --> 00:27:36.691 Of course, simply connecting a texture node 470 00:27:36.691 --> 00:27:39.851 To the base color is all you need to do when linking an image 471 00:27:39.851 --> 00:27:44.811 But determining how much it will repeat and at what size is important for this 472 00:27:44.811 --> 00:27:47.651 For example, if there's a square wooden plank 473 00:27:47.651 --> 00:27:49.811 it could repeat thinly 474 00:27:49.811 --> 00:27:52.172 Or flatly like this 475 00:27:52.172 --> 00:27:54.691 Depending on how you decide these things 476 00:27:54.691 --> 00:27:56.971 You can depict the same image file 477 00:27:56.971 --> 00:27:59.052 With a lot of detail 478 00:27:59.052 --> 00:28:01.012 Or in a different way 479 00:28:01.012 --> 00:28:04.531 Especially when you only have texture files with somewhat low resolution 480 00:28:04.531 --> 00:28:08.052 In that case, you'd probably want to reduce the size and repeat it 481 00:28:08.052 --> 00:28:11.851 If you enlarge it too much, you'll likely see pixelation and artifacts 482 00:28:12.931 --> 00:28:14.681 Using texture coordinates 483 00:28:14.681 --> 00:28:17.411 You can specify the texture's repeating size 484 00:28:17.411 --> 00:28:21.732 In both horizontal and vertical dimensions 485 00:28:21.732 --> 00:28:25.772 In this screen, you can see that the left and right sides are a bit different 486 00:28:25.772 --> 00:28:30.732 On the left, the U tiling and V tiling are set to the default values of 1, 1 487 00:28:30.732 --> 00:28:33.052 If you look closely at the cube box 488 00:28:33.052 --> 00:28:37.732 You can see that the wood pattern repeats about two lines per side 489 00:28:37.732 --> 00:28:39.732 Either on the top or bottom 490 00:28:39.732 --> 00:28:44.371 However, on the right, I increased the values of U tiling and V tiling to 3, 3 491 00:28:44.371 --> 00:28:47.772 Of course, you can input values like 6, 10, 100 as well 492 00:28:47.772 --> 00:28:50.212 As you can see increasing the numbers 493 00:28:50.212 --> 00:28:54.291 Has made the repeating pattern denser 494 00:28:54.291 --> 00:28:56.731 If you test this with checkboxes or similar controls 495 00:28:56.731 --> 00:28:59.051 You'll find it easier to see the changes more clearly 496 00:28:59.051 --> 00:29:01.772 The reason I deliberately included wood textures 497 00:29:01.772 --> 00:29:06.731 Is because one of the situations where UV mapping requires the most adjustment 498 00:29:06.731 --> 00:29:10.611 Is when adjusting patterns for interior floors or walls 499 00:29:10.611 --> 00:29:12.811 Even with the same source texture 500 00:29:12.811 --> 00:29:15.611 Depending on how you adjust U tiling and V tiling 501 00:29:15.611 --> 00:29:19.412 The results can vary significantly 502 00:29:19.412 --> 00:29:23.092 Let me show you various samples this time 503 00:29:23.092 --> 00:29:24.532 What you're currently looking at 504 00:29:24.532 --> 00:29:30.212 Surfaces with a slight metallic feel and reflections 505 00:29:30.212 --> 00:29:32.691 If you look closely 506 00:29:32.691 --> 00:29:35.691 If you look closely 507 00:29:35.691 --> 00:29:38.131 you'll notice textures resembling the wood material 508 00:29:38.131 --> 00:29:41.012 To demonstrate the shimmering and reflective effect 509 00:29:41.012 --> 00:29:44.012 I intentionally applied it to a sphere 510 00:29:44.012 --> 00:29:46.012 The screen you're currently looking at one the left 511 00:29:46.012 --> 00:29:48.012 Is not the material interface 512 00:29:48.012 --> 00:29:50.062 It's placed directly in the scene 513 00:29:50.062 --> 00:29:53.852 It's the sphere object present in the scene 514 00:29:53.852 --> 00:29:55.931 As you can see, using the texture coordinate 515 00:29:55.931 --> 00:29:59.371 I've adjusted the values for the wood pattern to a certain extent 516 00:29:59.371 --> 00:30:04.611 The texture sample includes the wood texture that was connected earlier 517 00:30:04.611 --> 00:30:06.212 It gives a little metallic impression 518 00:30:06.212 --> 00:30:08.611 What you're seeing now has a slight gold nugget-like feel 519 00:30:08.611 --> 00:30:10.452 Giving off a metallic impression 520 00:30:10.452 --> 00:30:13.652 But there's a difference between simply shining and having a truly metallic feeling 521 00:30:13.652 --> 00:30:16.811 giving a stainless steel like feeling is what metallic is all about 522 00:30:16.811 --> 00:30:19.012 I gave it a metallic value to some extent 523 00:30:19.012 --> 00:30:22.051 And the roughness is set to zero 524 00:30:22.051 --> 00:30:25.131 If the roughness is not zero 525 00:30:25.131 --> 00:30:28.611 Sometimes even with a high metallic value, it may not appear very noticeable 526 00:30:28.611 --> 00:30:31.811 Roughness and metallic always go together 527 00:30:32.611 --> 00:30:35.972 As you want to express a somewhat shining metal 528 00:30:35.972 --> 00:30:38.731 Expression of shining 1 Adjust the Roughness value closer to 0 529 00:30:38.731 --> 00:30:41.012 When you want to achieve a more metallic feeling 530 00:30:41.012 --> 00:30:42.972 increase the metallic value slightly 531 00:30:42.972 --> 00:30:45.572 However, increasing values in the hundreds or thousands won't work 532 00:30:45.572 --> 00:30:49.811 Expression of shining 2 Adjusting the metallic value to between 20 and 50 533 00:30:49.811 --> 00:30:54.012 Should give you the kind of material you're looking for 534 00:30:54.012 --> 00:30:58.291 For roughness, rather than increasing the value drastically by multiples like tens or hundreds 535 00:30:58.291 --> 00:30:59.791 Try incrementing it gradually 536 00:30:59.791 --> 00:31:03.931 By increments such as 5, 10, or 15 537 00:31:03.931 --> 00:31:08.691 You should get a sense that this level is appropriate 538 00:31:08.691 --> 00:31:10.491 So, as I mentioned earlier 539 00:31:10.491 --> 00:31:14.251 You can extend one node to the right as much as you like 540 00:31:14.251 --> 00:31:16.731 However, the nodes I accept from the left side 541 00:31:16.731 --> 00:31:19.051 Can only extend to one line 542 00:31:19.051 --> 00:31:21.371 So you can see that I've included that one value 543 00:31:21.371 --> 00:31:24.051 Both in metallic and in roughness 544 00:31:24.051 --> 00:31:27.972 When roughness is at zero, there is sparkle and glossiness 545 00:31:27.972 --> 00:31:30.931 By adding a value like twenty to roughness 546 00:31:30.931 --> 00:31:36.371 You can see that the surface has almost no specular reflection 547 00:31:36.371 --> 00:31:39.092 It's applied to a very white and flat looking surface 548 00:31:39.092 --> 00:31:41.611 But you applied it to the same sphere 549 00:31:41.611 --> 00:31:45.572 For base color, without connecting a texture 550 00:31:45.572 --> 00:31:49.171 By pressing the number 3 and clicking left mouse button 551 00:31:49.171 --> 00:31:54.332 If you select the desired color using the RGB box on the screen and connect it as the base color 552 00:31:54.332 --> 00:31:59.162 You can easily create a material 553 00:31:59.212 --> 00:32:01.251 With such a soft and smooth feel like this 554 00:32:01.251 --> 00:32:04.491 The sample I'm about to show you is 555 00:32:04.491 --> 00:32:06.931 One of the most powerful features of Unreal Engine 556 00:32:06.931 --> 00:32:08.691 It's called Immersive Color 557 00:32:08.691 --> 00:32:11.051 Using the Multiple node 558 00:32:11.051 --> 00:32:14.332 If you press the sky blue number 1 559 00:32:14.332 --> 00:32:18.251 In the basic color box and hold it 560 00:32:18.251 --> 00:32:21.811 you can see a node where you can simply enter a number 561 00:32:21.811 --> 00:32:25.511 Multiply this number and RGB box 562 00:32:25.511 --> 00:32:26.852 It's to multiply 563 00:32:26.852 --> 00:32:29.412 In the nodes, under the mathematical category 564 00:32:29.412 --> 00:32:31.811 Multiply two values directly 565 00:32:31.811 --> 00:32:33.852 After setting a certain numerical value 566 00:32:33.852 --> 00:32:35.852 Input it into the immersive color 567 00:32:35.852 --> 00:32:39.332 Immersive color itself shines 568 00:32:39.332 --> 00:32:41.652 There isn't any connected base color 569 00:32:41.652 --> 00:32:44.972 With just these three nodes connected 570 00:32:44.972 --> 00:32:47.051 And input into the immersive color 571 00:32:47.051 --> 00:32:50.731 You can achieve a very luminous effect on its own 572 00:32:50.731 --> 00:32:53.012 You can use this on particles 573 00:32:53.012 --> 00:32:55.371 Apply it to thin lines 574 00:32:55.371 --> 00:32:59.051 Or place it on wall edges to create an interior atmosphere 575 00:32:59.051 --> 00:33:02.171 If you apply immersive color 576 00:33:02.171 --> 00:33:04.572 To animal bodies, human bodies themselves or hair 577 00:33:04.572 --> 00:33:08.572 You can indeed achieve hair that emits light with this method 578 00:33:08.572 --> 00:33:12.652 Since it functions similarly to real lights 579 00:33:12.652 --> 00:33:16.452 Immersive color is a highly effective material 580 00:33:16.452 --> 00:33:19.171 And widely used in practice 581 00:33:19.171 --> 00:33:22.532 Let me explain the panel node to you 582 00:33:22.532 --> 00:33:26.051 You've probably seen similar features in other programs as well 583 00:33:26.051 --> 00:33:29.892 When depicting the sea, of course, there are actual waves 584 00:33:29.892 --> 00:33:31.192 The concept of Particle 585 00:33:31.192 --> 00:33:33.972 And nowadays, there are also many plugins related to water 586 00:33:33.972 --> 00:33:39.852 These days, there are plenty of actual objects that move as particle concepts 587 00:33:39.852 --> 00:33:41.812 In the past, it used to be just a single plane 588 00:33:41.812 --> 00:33:46.212 A plane with a material that appeared to move 589 00:33:46.212 --> 00:33:48.852 Was added in order to depict ocean 590 00:33:48.852 --> 00:33:51.291 That's when these features were often used 591 00:33:51.291 --> 00:33:53.532 When you connect this panel node 592 00:33:53.532 --> 00:33:56.092 whether it's connected to a normal map 593 00:33:56.092 --> 00:33:59.251 Or to a basic base color 594 00:33:59.251 --> 00:34:01.892 the texture doesn't just sit still, it moves like so 595 00:34:01.892 --> 00:34:05.291 It can move like this, or it can move like that 596 00:34:05.291 --> 00:34:07.041 So it doesn't stay still 597 00:34:07.041 --> 00:34:08.691 But the object itself remains stationary 598 00:34:08.691 --> 00:34:11.972 You can make the material on the surface move 599 00:34:11.972 --> 00:34:14.452 creating a wavy or undulating sensation 600 00:34:14.452 --> 00:34:17.691 You can create a lot of interesting effects with this technique 601 00:34:17.691 --> 00:34:21.731 When connecting the panel node, you can connect it to any other node 602 00:34:21.731 --> 00:34:24.691 You can connect it to metallic, roughness, or anything else 603 00:34:24.691 --> 00:34:29.452 Depending on the values you input for speed, X, and Y 604 00:34:29.452 --> 00:34:32.412 The texture can move in various ways 605 00:34:32.412 --> 00:34:37.051 If you explore and find many interesting textures, it can be quite enjoyable for you 606 00:34:37.051 --> 00:34:40.452 Often, materials downloaded from the marketplace 607 00:34:40.452 --> 00:34:43.811 Are connected with this panel node 608 00:34:43.811 --> 00:34:45.931 In three dimensional and dynamic material 609 00:34:45.931 --> 00:34:49.931 Almost always there are panel nodes connected 610 00:34:50.881 --> 00:34:55.291 Analyzing such samples would indeed be a valuable learning experience 611 00:34:55.291 --> 00:35:01.171 So, I've captured the appearance of various materials available on this marketplace 612 00:35:01.171 --> 00:35:05.092 After importing them onto the screen right now 613 00:35:05.092 --> 00:35:08.652 What I've captured right now is one of the free assets available 614 00:35:08.652 --> 00:35:12.931 When you search for materials, there are pricing options available 615 00:35:12.931 --> 00:35:16.941 You can search for materials ranging from a few dollars to several dollars, or even filter for free options 616 00:35:18.041 --> 00:35:20.572 There are also various ranking criteria you can use to sort your search results 617 00:35:20.572 --> 00:35:24.332 Among the materials and assets available for free when searched 618 00:35:24.332 --> 00:35:28.212 After importing the most visually impressive one 619 00:35:28.212 --> 00:35:34.772 I'm currently showing the sorted sources in the content viewer right now 620 00:35:34.772 --> 00:35:36.172 As you can see 621 00:35:36.172 --> 00:35:39.332 All of them are already previewed in this spherical shape 622 00:35:39.332 --> 00:35:44.291 If you look closely you'll notice some have a rough, textured surface or shiny and sparking 623 00:35:44.291 --> 00:35:49.412 You might also see patterns resembling tiles 624 00:35:49.412 --> 00:35:53.412 Found on floors or walls in bathrooms or showers 625 00:35:53.412 --> 00:35:56.691 There are also textures resembling reptile skin 626 00:35:56.691 --> 00:35:59.141 slightly rough and bumpy with some kind of patterns 627 00:35:59.141 --> 00:36:00.931 Ones like that 628 00:36:00.931 --> 00:36:02.781 Is on the left botton 629 00:36:02.781 --> 00:36:07.332 Which have a metallic sheen like gold or silver 630 00:36:07.332 --> 00:36:08.832 If you look up 631 00:36:08.832 --> 00:36:14.491 You can find materials that, when applied to a roughly spherical object 632 00:36:14.491 --> 00:36:19.212 Instantly can replicate the texture of cliffs or natural stones 633 00:36:19.212 --> 00:36:22.931 You might see in real environments 634 00:36:22.931 --> 00:36:27.532 The key point is that the ones I showed earlier is the fundamental concept of materials 635 00:36:27.532 --> 00:36:29.332 They are basic concept of materials 636 00:36:29.332 --> 00:36:34.491 With just that concept in mind, you can dive into studying these advanced materials 637 00:36:34.491 --> 00:36:38.092 you can take a look at what is connected here 638 00:36:38.092 --> 00:36:40.532 And what is connected there 639 00:36:40.532 --> 00:36:44.452 If you look at most of the sources you get from the marketplace 640 00:36:44.452 --> 00:36:47.251 They are all quite complex 641 00:36:47.251 --> 00:36:49.491 You might find them surprising 642 00:36:49.491 --> 00:36:53.491 I showed about 3 to 4 nodes 643 00:36:53.491 --> 00:36:59.212 Even with this level of quality, sometimes there can be cases where there are over 50 nodes attached 644 00:36:59.212 --> 00:37:02.212 Moreover, many of these patterns not only remain static 645 00:37:02.212 --> 00:37:06.412 But also feature various movements or ripple effects on their surfaces 646 00:37:06.412 --> 00:37:09.772 When you open these materials one by one 647 00:37:09.772 --> 00:37:11.491 You can find out how the nodes are structured 648 00:37:11.491 --> 00:37:13.452 And what details they contain 649 00:37:13.452 --> 00:37:16.891 If you dive deeper into these materials 650 00:37:16.891 --> 00:37:18.492 You'll notice that they are often categorized into separate texture folders 651 00:37:18.492 --> 00:37:21.691 Such as a texture folder and a normal map texture folder 652 00:37:21.691 --> 00:37:23.252 So that's being said 653 00:37:23.252 --> 00:37:28.132 Studying how these sources are connected to create such materials 654 00:37:28.132 --> 00:37:30.651 One by one would be beneficial 655 00:37:30.691 --> 00:37:33.531 When you look at the material samples at the top 656 00:37:33.531 --> 00:37:36.372 You can perceive their rough texture 657 00:37:36.372 --> 00:37:38.252 Because of the presence of lighting 658 00:37:38.252 --> 00:37:40.411 Those are all set up with normal maps 659 00:37:40.411 --> 00:37:43.531 But the structure of the sphere itself doesn't change 660 00:37:43.531 --> 00:37:45.291 The surface doesn't actually change 661 00:37:45.291 --> 00:37:48.332 Due to vertices moving 662 00:37:48.332 --> 00:37:50.651 It's altering the modeling shape itself 663 00:37:50.651 --> 00:37:53.372 Because of their three dimensional nature 664 00:37:53.372 --> 00:37:56.572 These materials can produce different feelings depending on 665 00:37:56.572 --> 00:38:00.372 Where and how lighting is cast upon them 666 00:38:00.372 --> 00:38:04.522 It would be beneficial to study various materials to gain a better understanding 667 00:38:05.718 --> 00:38:07.668 Concept and Role of Materials and Shaders What is a Material? A concept defining how the surface of 3D objects will appear 668 00:38:07.668 --> 00:38:09.568 You can create various feelings through gloss, color, and surface characteristics There are various materials available for sale on the marketplace, with new ones being added daily 669 00:38:09.568 --> 00:38:11.468 What is shader? Code that programmatically defines how the surface of a 3D object interacts with light 670 00:38:11.468 --> 00:38:13.368 Materials define visual properties rendered on screen, utilizing Shader types, Vertex Shader, Pixel Shader, Geometry Shader. 671 00:38:13.368 --> 00:38:16.268 Texture Mapping and Basic Material Creation and Application Texture Mapping Texture refers to an image that forms the surface pattern of a material, repeating a pattern with colors 672 00:38:16.268 --> 00:38:18.418 Simple floors, terrains, walls, and similar surfaces can be represented using texture mapping in Unreal Engine 673 00:38:18.418 --> 00:38:21.368 Applying Materials Apply after clicking and dragging the texture or connecting it on the Material menu in the Details panel Setting the roughness value close to 0 and adjusting the metallic value between 20 to 50 can simulate a shiny appearance 674 00:38:21.368 --> 00:38:25.318 Immersive Effect This refers to an effect where objects emit light as if they are actual light sources, and it's one of the most powerful effects in Unreal Engine It can be applied to all objects and has various applications. 675 00:38:25.318 --> 00:38:29.268 Panel Node effect A visual effect that gives the appearance of depth and movement on a flat plane, with the object remaining still while only the material moves