Nice to meet you all
I am Professor Jo Ok hee from Sangmyung University responsible for teaching a course
On utilizing Unreal Engine for implementing immersive content
In today's session, we'll cover the fundamentals of material design
Let's learn about materials and related content together
Materials are essential whether you are making game or animation
It can be described as the concept that defines
How the surfaces of various 3D objects will appear
Starting from basic color
To reflections, refractions, transparency, and even complex fur expressions
materials encompass a wide range of elements
While modeling involves
Creating the object itself in many 3D graphic programs
the application of materials after modeling significantly
Influences the final outcome
Therefore, learning about materials requires a substantial amount of time
Therefore, depending on the materials you set
They can appear very differently and diverse
They can appear very differently and varied
But what's important is that we're dealing with the Unreal game engine
As those who have worked with materials and rendering in Max or Maya would know
In general, other 3D graphics programs have rendering time
When you press the rendering button
Colors, refraction, and various reflection concepts are calculated
Then the result will be shown
Game engines like Unreal calculate
these concepts in real-time as soon as you press play
The calculations are completed so that they can be shown in real time
So, Reality
That's what we call it the real time rendering
Let's take a look at how materials are represented
How they are utilized
And How they are optimized
In Unreal Engine
Before we dive in
Let's brainstorm on how we can approach a simple topic regarding how materials are represented
For example
There are spheres
The color of the surface seems to have different colors
Patters and glossiness
The concept of material itself means
First, there's glossiness, color, and the three-dimensional effect of the surface
Furthermore
There's the use of fur and other techniques for depicting materials like carpets or animal skins
You can think of these elements as being included in the material
The important thing is that even with identical objects
Depending on the glossiness, color, and surface texture
you can create a vastly different feeling
It would be beneficial for each person
To consider how these elements would be represented in Unreal Engine
Which operates with real-time rendering for game development
If you've had experience with materials
in programs like Max, Maya Blender, or other 3D graphics software
Or if you've worked with Unity 3D,
Which is another game engine
You might want to consider
Similarities or differences compared to Unreal Engin
This could be a good starting point for today's session
The learning objectives for today's session can be broadly divided into three main parts
Learning Objective 1 Concepts and roles of materials and shaders
The concept of materials and shaders is
Extensively utilized in various contexts
Some people use these two terms interchangeably
But they have slightly different meanings
So, it will be a chance to think about the differences and roles of these two concepts
Next, would be Colors
You can apply a simple single color or gradient to a material
Applying an existing image
Learning Objective 2, Texture Mapping Applying an existing image as a texture is a crucial task
This applies similarly in other 3D graphics programs as well
Especially when depicting human faces, skin, clothing, and similar details
Existing texture images are crucial
Let's explore how these concepts are applied in Unreal Engine
And of course, there are lots of materials available on the Marketplace
There are both paid and free materials available
Materials that were quite expensive during monthly sales
Some shining and shimmering, others animated
Offering a wide range of options
You need to understand
Learning Objective 3, Creating and applying materials How to create these materials based on certain concepts
We should be able to use the downloaded materials smoothly as well
Let's consider these aspects as well
Learning Objective 4 Advanced material creation using graphs
We'll look into this as the final topic
If you've worked with Shader Graph in Unity 3D
You'll likely find it easier to grasp quickly
In Unreal Engine, when we talk about graphs
We're not referring to the charts like those in Excel or PowerPoint
It's more about the node based concept
So, using node graphs to edit materials involves creating nodes,
Connecting them, and applying them in various ways
You can create truly impressive, high quality materials using this approach
Let's take a look at that as well
Concepts and roles of materials and shaders
Let's first take a look at the concepts and roles of materials and shaders
What you are currently looking at is the Unreal Engine interface
Here in Unreal Engine, the interface is somewhat similar to Unity's
Most game engines
Have a relatively clean interface after the initial installation
Game engines typically have fewer icons
Whereas programs like 3D Max or Maya
Have a lot of icons after installation
Students often find it daunting to memorize all of that
In game engines
Most of the essential features are hidden behind icons and menus
When needed, you can right-click to access a menu and select the desired option
So, depending on the Unreal Engine version
Like 4.27, 5.0, 5.2, or 5.3
The overall composition of the menus shown when right-clicking may not vary drastically
But there are slight differences
Across these representative menus in each version
Therefore in 5.0 version
The Niagara system that has recently gained significant attention is prominently featured
And therefore, among the four representative menus, the third one is specifically for materials
This is a crucial concept
So, when you click on Materials, it gets created
Therefore, in Unreal Engine, a material
Is a concept applied to 3D models or environments
The most crucial aspect on the surface is color
As you are seeing now
If you've ever used Unreal even once, you've likely seen the basic default map
With gray and blue colors
Colors can be changed of course
Next, there are important elements that determine texture, reflection, transparency, and more on the surface
Going further from reflection, you can also explore the concept of refraction
Adding transparency to objects like cola bottles with many curves is relatively easy
To incorporate refraction into such materials
you need to handle complex lighting connections within the material
And study advanced material techniques that allows you to accurately represent these effects
If you understand the basic properties of materials
Such as color, texture, reflection, transparency, and so on
Anyone can achieve high quality results in material representation
You can say that materials define the visual characteristics of an object
Games or simulations greatly enhance realism and immersion
Even with identical objects
When a sports car appears in a game
With highly realistic materials that shimmer
Under the city lights as if freshly polished
One that significantly enhances the realism and immersion
Naturally, compared to a plastic like, toy like car without gloss
Comparing these two
The high quality material applied to the sports car would provide a much more immersive experience
The material system in Unreal Engine is very powerful
The important thing is
That of course, when making games, you need some level of coding or Blueprint scripting skills
But for simply creating scenes visually and making materials
Programming skills are not required at all
That's another advantage of Unreal Engine
However, Unreal Engine provides a variety of functionalities
Within its own framework where complex visual effects can be created
Simply by effectively utilizing the available nodes
What you are looking at is the material interface that appears
when you double click on a material after creating it by right clicking
On the left, it appears as a black sphere initially
Because there are no settings applied to it by default
Depending on your preferences or the nature of your work
You can view the material in different ways, it can be as a flat plane
As a cube
Or you can visualize it on a specific object that you designate beforehand
The default visualization is a sphere shape
Because it allows you to preview various aspects
Such as reflections, materials, and other effects in a more versatile manner
If you view it in a cube shape
You may not accurately see reflections or specular highlights as effectively
Therefore, many programs allow materials to be previewed on a sphere
Beforehand to effectively gauge reflections and other visual effects
It's very intuitive and allows you to connect various elements seamlessly
Other 3D graphics programs
Since Blender is currently popular
Those who have tried Blender
You might feel that the elements displaying materials are quite similar across different programs
You'll notice that concepts like normal maps base colors
Or metallic textures
And even roughness are almost identical
Things are the same whether in Korean or English versions
Detailed elements like these tend to be very similar visually
Regardless of the software you're using
However, it's important to note
That some people use the English version of Unreal Engine, while others prefer the Korean version
However, the Korean version of Unreal Engine is very well made
And functions excellently
Occasionally, there are menu names that have been translated into Korean
Which may be a bit confusing if you're used to the English versions
Some menus are simply written in Korean using the English pronunciation
In this context, various elements coexist
But most of the menus and material properties in this material
Are written as pronounced in English
It would be helpful to keep that in mind
Especially for those who have tried other 3D graphics programs
You'll likely adapt to the elements quickly
If you understand the concept of nodes, that should be sufficient
Many people use dual monitors, especially for setups like the detailed screen
You're currently viewing Where settings can make a significant difference
So, for those using dual monitors
They can arrange this detailed menu on a separate screen
Place it in the left corner
The right corner, or even horizontally at the bottom
They can place interfaces wherever they prefer
Within the Unreal Engine interface
For those who don't use the detail menu much when working on materials
It's perfectly fine to close the window by clicking the X icon to remove it from view
This detail menu shows detailed properties of a material
Allowing you to view and adjust specific attributes directly
However, many tasks can be efficiently
And intuitively accomplished through node connections alone
Therefore, you don't necessarily have to view this detail menu if you prefer not to
Of course, when creating high quality materials, it's important to refer to the detail menu
You can perform nearly all tasks
That the detail menu offers through node connections alone
When you want to fine-tune specific settings you've configured
You can use the detail menu to verify and adjust them in detail
The same applies to textures as well
In the material editing window you can see the connections
But for a thorough verification of whether everything is properly connected
The detail menu provides a more detailed view
And in this lesson
I'll explain how to create materials
There's a wide variety of materials available on the Marketplace
There are various types of materials available such as glass and car surfaces
For natural material settings
There are options like dirt floors
A forest floor or a field with a truly realistic and undulating texture
Even for materials like rocks, achieving a truly realistic and uneven texture
Regardless of the object it's applied to
Things that can create a sensation akin to real stones sourced from a mountain
When setting up an interior set
Wallpapers, glass, floors, and roof materials are made as a set
If you import these materials and double click on them
You can see how the material nodes are set up
And explore the settings in the detail menus
I believe this will be very helpful for in depth understanding of materials
Let's take a look at some of the assets available on the Marketplace
The screen I'm currently capturing
And the screen you would see when searching for materials on the Marketplace
Can be different of course
Just like Unreal Engine continues to update
the Marketplace sees new assets
Being added daily from around the world
Sometimes, very expensive materials on the Marketplace
Can become free during monthly sales
or they can drop in price to nearly one tenth of their original cost
It would be beneficial to keep an eye out for such opportunities
One of the fascinating aspects of materials is that when you connect various nodes
Sometimes unexpectedly excellent results can emerge, even beyond your initial intentions
So, when you come up with a good material while working
It's a good idea to save it even if you're not currently using it
You might find it useful someday
Moreover, when working on different projects
You can easily copy materials by simply using copy and paste or by importing them
This makes it convenient to use a variety of files across projects
If you suddenly remember a material from another project
Then you can import it and use it right away without any issues
And another great feature of Unreal Engine
As good as what's available on the Marketplace
Is that you can't overlook this bridge feature
Quickly Bridge provides various high quality materials
under the name surfaces
Rather than materials
There are various sources available that provide textures in resolutions ranging to like 4K or even to 8K
When working on specific objects or interiors that you can see in front of you
I recommend downloading assets from the Marketplace
When working on natural elements, terrain, and similar tasks
I recommend checking out the surfaces list in Quixel Bridge's Quick Selection
There are many good quality sources available
When I used version 4.0 before
Setting up Quixel Bridge was a bit inconvenience
Since version 5.0, Quixel Bridge automatically appears in the menu when you right click
There are various elements available that are
Just as diverse as those on the Marketplace
So I highly recommend making good use of both materials and Quixel Bridge
We can say that materials define
How surfaces of objects appear and feel in the Unreal Engine
Materials encompass visual properties
Such as color, texture, glossiness, reflectivity, and more
In terms of physical properties
For example, the roughness level
The more it reflects light perfectly, it gives almost a billiard ball like feel
If it reflects light moderately
For example, someone lightly rubbed the surface of a billiard ball with a cloth
Then the amount of reflection would decrease slightly
All of these characteristics can be expressed
Simply by connecting numerical values or texture files in the material properties
Visual properties include color, texture, and concepts related to coloration
In games or visualization projects
Objects can be made to look either realistic or as intended by the designer
Unreal Engine's materials are
created using a node based visual editing tool called the Material Editor
The interface I showed earlier is indeed the Material Editor interface
Through that, you can create and modify materials using that tool
Developers use this editor
There are a vast number of nodes available
If you right-click in the Material Editor window, you'll see a comprehensive list of nodes displayed
And you can extensively utilize various nodes in the Material Editor
Connect and combine
In order to create complex visual effects using these nodes
So, materials created are ultimately compiled
Into shader code and executed on the GPU
Producing the visible results
In typical programs like Max or Maya
There is a rendering time involved where calculations are completed
Before the image is presented to us
In contrast, game engines like Unreal Engine
Compute in real time as soon as you press play
Instantly displaying results on screen
And that's the core difference
Let's take a closer look at shaders, which are similar to materials but a different concept
A shader can be defined as code that programmatically defines
How the surface of a 3D object interacts with light
I think those who have worked with Shader Graph in Unity
Would have a better understanding of shaders
This shader conceptually refers to how visual properties
Defined by materials are used to render images on the screen
You must have heard of what GPU is
Thinking of shaders as something that sits between the GPU and materials
will make it much easier to understand, I believe
This runs on the GPU and operates
Across multiple stages of the rendering pipeline
Shaders are broadly categorized into vertex shaders pixel or fragment shaders, and geometry shaders among others
each serving distinct roles in the rendering pipeline
Each operates at different stages of the rendering process
For instance, the vertex shader is applied to each vertex of a 3D model
To determine its final position
While the pixel shader is used to compute
The color and gloss of each pixel displayed on the screen
I'll focus on highlighting two similarities and differences between shaders and materials
Material is a high-level canvas that users define
And manipulate visual attributes with
Material is a concept that defines how things will appear visually, like deciding how they will look to the eye
On the other hand, shaders
Are concepts in coding that actually perform
The rendering based on these visual attributes
Material defines how things will be drawn visually
So think of it as the concept of publishing how things should appear
On the other hand, shaders are closer to coding concepts
They are often used similarly in practice
Materials are worked on through a node based visual interface
Whereas shaders are typically written in HLSL or a similar shading language
Materials focus on defining the visual representation of objects
Shaders provide specific methods for implementing such representations
The important thing is that these two have distinct roles
When you're working, they might seem similar in concept
But in practice, they are very different
Yet closely intertwined
We can say Materials and shaders are both important
Materials are used to perform visual design
Internally, materials are transformed into shader code, having GPU to produce the final visual output
The important thing is that when we create beautiful materials
Shaders are applied automatically without us needing to explicitly think about them
It's computed automatically and shows up automatically
By simply mastering the Material interface editor
You can express a wide variety of dazzling effects as you desire
Texture mapping and basic material creation and application
Let's take a look at texture mapping this time
One of the easiest ways to understand texture mapping is this
Let's imagine the floor of a house
When you lay down hardwood in such a case
You can make it very thick and cover only several tiles
Or you can make it thin and elongated
Using multiple sheets of the same pattern
Anyway, it's about how colors and patterns repeat to cover the area
This is the concept of textures
In every graphics program, textures can be considered extremely important
Color, glossiness, and so on
Of course, there's nothing insignificant in materials
However, fundamentally, when it comes to determining color
Textures can be considered a really important concept
So, there's a Texture Sample node
And also a Texture Object node
They are little bit different
Anyway, we make Texture Sample node
And we find path to a jpg file in the detail menu
Although png and tga files are often used
Or, you can also connect files
Material Editor is designed to be very convenient and intuitive
You can drag and drop the image file to the window directly
Just like these left and right images
Left is what it looks like when you drag
Once you release cursor
Once you release the mouse click
The image will attach to the node automatically
So, you can create a Texture Sample node and choose an image
When you drag the image directly, it automatically connects to the Texture Sample node
The important thing is that the sphere continues to appear black so far
So far, the material itself doesn't have the texture connected yet
When it comes to when the connection is made
It happens when you link the nodes like this
Connecting like this is very simple
Think of clicking and dragging to stitch these boxes together with a thread
When you want to delete that stitch
Hold down the Alt key and click, and the connection will be removed instantly
It can be described as very intuitive
And I'll explain shortly after
If you want to specify colors like red, yellow, gray, etc., instead of textures
While holding down the number 3 key
Click the left mouse button to open the RGB color picker node
You can pick your desired color from there and connect it directly to the base color without any issues
When connecting textures, it's crucial
Especially for characters, furniture, weapons, and other three-dimensional objects
As each has specific color values and patterns in different areas
In such cases, mostly utilizes texture files
For characters that are complex for UV mapping
You can use different graphics program to set UV
For simpler elements like floors, terrains, or walls
In Unreal Engine, you can specify how many times
A texture of a certain size will repeat
When you connect a texture to the base color
The texture mapping is automatically assigned to the color values
And it can extend widely from left to right
You can use this texture sample value for other properties like metallic, specular, roughness, and so on
You can connect it to other places as well
But sometimes only one input can accept it
It can only accept one input
However, when extending to the right
You can connect one value to multiple inputs
It's good to keep this in mind
For example, currently the base color is connected to a texture sample node
And the concept is that you cannot connect various other nodes to the base color simultaneously
However, a single texture sample node can be plugged
Into both the base color and the normal map
Let's take a look at the various elements
Present in this material node
There are elements like Base Color, Metallic, Specular, Roughness, Emissive, Opacity, Normal Map, etc
Which are quite similar to those found in most 3D graphics programs
Let's take a look at some important elements
Base color is the primary color
Here, a texture is connected
And metallic represents the metallic value
For instance, roughness setting
I will explain it later, so for now, set it to zero
As metallic value goes up
Suddenly, it becomes stainless, metal ball
Also called chromball as well
You can create a material that instantly reflects
Everything across its entire surface like a mirror ball
It has metallic property
Specular refers to a slight reflectivity
It's slightly different from just simple reflection
Roughness refers to the degree of roughness
When roughness is zero
It gives a shining, glossy appearance, similar to marble or a billiard ball
Increasing it to around 10, 15, or 20
Makes the surface slightly blurred and whitened
It becomes rougher
Next, emissive is
I'll explain in detail later using sample images
One of Unreal Engine's most powerful features
Emissive color is used as extensively
As actual lights in practical applications
An object itself can emit light, illuminating its surroundings
It not only emits light as a visual effect
But actually performs the role of a real light source
It's a truly powerful feature
Of course, similar concepts exist in other programs as well
There are similar concepts like glow
but in Unreal Engine, emissive color is easy to create
And can be applied to any object
It can really create powerful visual effects
Opacity or transparency and normal maps
When viewed from the side of the actual object would look fine
But from this angle
The effect makes it look rough or bumpy
To apply a material
You can simply click and drag it
Or, you can connect it
Through the details menu in the material slot
It's essentially the same
And you could say it's quite similar to other graphics programs
This time, I'll show you a bit about texture coordinates
Of course, simply connecting a texture node
To the base color is all you need to do when linking an image
But determining how much it will repeat and at what size is important for this
For example, if there's a square wooden plank
it could repeat thinly
Or flatly like this
Depending on how you decide these things
You can depict the same image file
With a lot of detail
Or in a different way
Especially when you only have texture files with somewhat low resolution
In that case, you'd probably want to reduce the size and repeat it
If you enlarge it too much, you'll likely see pixelation and artifacts
Using texture coordinates
You can specify the texture's repeating size
In both horizontal and vertical dimensions
In this screen, you can see that the left and right sides are a bit different
On the left, the U tiling and V tiling are set to the default values of 1, 1
If you look closely at the cube box
You can see that the wood pattern repeats about two lines per side
Either on the top or bottom
However, on the right, I increased the values of U tiling and V tiling to 3, 3
Of course, you can input values like 6, 10, 100 as well
As you can see increasing the numbers
Has made the repeating pattern denser
If you test this with checkboxes or similar controls
You'll find it easier to see the changes more clearly
The reason I deliberately included wood textures
Is because one of the situations where UV mapping requires the most adjustment
Is when adjusting patterns for interior floors or walls
Even with the same source texture
Depending on how you adjust U tiling and V tiling
The results can vary significantly
Let me show you various samples this time
What you're currently looking at
Surfaces with a slight metallic feel and reflections
If you look closely
you'll notice textures resembling the wood material
To demonstrate the shimmering and reflective effect
I intentionally applied it to a sphere
The screen you're currently looking at one the left
Is not the material interface
It's placed directly in the scene
It's the sphere object present in the scene
As you can see, using the texture coordinate
I've adjusted the values for the wood pattern to a certain extent
The texture sample includes the wood texture that was connected earlier
It gives a little metallic impression
What you're seeing now has a slight gold nugget-like feel
Giving off a metallic impression
But there's a difference between simply shining and having a truly metallic feeling
giving a stainless steel like feeling is what metallic is all about
I gave it a metallic value to some extent
And the roughness is set to zero
If the roughness is not zero
Sometimes even with a high metallic value, it may not appear very noticeable
Roughness and metallic always go together
As you want to express a somewhat shining metal
Expression of shining 1 Adjust the Roughness value closer to 0
When you want to achieve a more metallic feeling
increase the metallic value slightly
However, increasing values in the hundreds or thousands won't work
Expression of shining 2 Adjusting the metallic value to between 20 and 50
Should give you the kind of material you're looking for
For roughness, rather than increasing the value drastically by multiples like tens or hundreds
Try incrementing it gradually
By increments such as 5, 10, or 15
You should get a sense that this level is appropriate
So, as I mentioned earlier
You can extend one node to the right as much as you like
However, the nodes I accept from the left side
Can only extend to one line
So you can see that I've included that one value
Both in metallic and in roughness
When roughness is at zero, there is sparkle and glossiness
By adding a value like twenty to roughness
You can see that the surface has almost no specular reflection
It's applied to a very white and flat looking surface
But you applied it to the same sphere
For base color, without connecting a texture
By pressing the number 3 and clicking left mouse button
If you select the desired color using the RGB box on the screen and connect it as the base color
You can easily create a material
With such a soft and smooth feel like this
The sample I'm about to show you is
One of the most powerful features of Unreal Engine
It's called Immersive Color
Using the Multiple node
If you press the sky blue number 1
In the basic color box and hold it
you can see a node where you can simply enter a number
Multiply this number and RGB box
It's to multiply
In the nodes, under the mathematical category
Multiply two values directly
After setting a certain numerical value
Input it into the immersive color
Immersive color itself shines
There isn't any connected base color
With just these three nodes connected
And input into the immersive color
You can achieve a very luminous effect on its own
You can use this on particles
Apply it to thin lines
Or place it on wall edges to create an interior atmosphere
If you apply immersive color
To animal bodies, human bodies themselves or hair
You can indeed achieve hair that emits light with this method
Since it functions similarly to real lights
Immersive color is a highly effective material
And widely used in practice
Let me explain the panel node to you
You've probably seen similar features in other programs as well
When depicting the sea, of course, there are actual waves
The concept of Particle
And nowadays, there are also many plugins related to water
These days, there are plenty of actual objects that move as particle concepts
In the past, it used to be just a single plane
A plane with a material that appeared to move
Was added in order to depict ocean
That's when these features were often used
When you connect this panel node
whether it's connected to a normal map
Or to a basic base color
the texture doesn't just sit still, it moves like so
It can move like this, or it can move like that
So it doesn't stay still
But the object itself remains stationary
You can make the material on the surface move
creating a wavy or undulating sensation
You can create a lot of interesting effects with this technique
When connecting the panel node, you can connect it to any other node
You can connect it to metallic, roughness, or anything else
Depending on the values you input for speed, X, and Y
The texture can move in various ways
If you explore and find many interesting textures, it can be quite enjoyable for you
Often, materials downloaded from the marketplace
Are connected with this panel node
In three dimensional and dynamic material
Almost always there are panel nodes connected
Analyzing such samples would indeed be a valuable learning experience
So, I've captured the appearance of various materials available on this marketplace
After importing them onto the screen right now
What I've captured right now is one of the free assets available
When you search for materials, there are pricing options available
You can search for materials ranging from a few dollars to several dollars, or even filter for free options
There are also various ranking criteria you can use to sort your search results
Among the materials and assets available for free when searched
After importing the most visually impressive one
I'm currently showing the sorted sources in the content viewer right now
As you can see
All of them are already previewed in this spherical shape
If you look closely you'll notice some have a rough, textured surface or shiny and sparking
You might also see patterns resembling tiles
Found on floors or walls in bathrooms or showers
There are also textures resembling reptile skin
slightly rough and bumpy with some kind of patterns
Ones like that
Is on the left botton
Which have a metallic sheen like gold or silver
If you look up
You can find materials that, when applied to a roughly spherical object
Instantly can replicate the texture of cliffs or natural stones
You might see in real environments
The key point is that the ones I showed earlier is the fundamental concept of materials
They are basic concept of materials
With just that concept in mind, you can dive into studying these advanced materials
you can take a look at what is connected here
And what is connected there
If you look at most of the sources you get from the marketplace
They are all quite complex
You might find them surprising
I showed about 3 to 4 nodes
Even with this level of quality, sometimes there can be cases where there are over 50 nodes attached
Moreover, many of these patterns not only remain static
But also feature various movements or ripple effects on their surfaces
When you open these materials one by one
You can find out how the nodes are structured
And what details they contain
If you dive deeper into these materials
You'll notice that they are often categorized into separate texture folders
Such as a texture folder and a normal map texture folder
So that's being said
Studying how these sources are connected to create such materials
One by one would be beneficial
When you look at the material samples at the top
You can perceive their rough texture
Because of the presence of lighting
Those are all set up with normal maps
But the structure of the sphere itself doesn't change
The surface doesn't actually change
Due to vertices moving
It's altering the modeling shape itself
Because of their three dimensional nature
These materials can produce different feelings depending on
Where and how lighting is cast upon them
It would be beneficial to study various materials to gain a better understanding
Concept and Role of Materials and Shaders What is a Material? A concept defining how the surface of 3D objects will appear
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
What is shader? Code that programmatically defines how the surface of a 3D object interacts with light
Materials define visual properties rendered on screen, utilizing Shader types, Vertex Shader, Pixel Shader, Geometry Shader.
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
Simple floors, terrains, walls, and similar surfaces can be represented using texture mapping in Unreal Engine
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
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.
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