UE4 Tutorial: PBR Materials (Shader Masterclass)

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  • เผยแพร่เมื่อ 9 ต.ค. 2024
  • How to create AAA quality, realistic materials using the PBR workflow, and a versatile, re-usable master material that you will use in all your future projects. Topics covered: PBR materials, albedo maps, roughness maps, metallic maps, normal maps, UV coordinates, material graphs, material instancing.
    Note: To make your roughness maps appear correctly, open the texture in UE4 and set it's compression settings to 'linear'. I forgot to do this in the video x_x
    LINKS:
    Texture Pack - gumroad.com/l/...
    SUPPORT:
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    Patreon - / underscoremedia
    CONTACT:
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    E-Mail - jack.beven@gmx.com

ความคิดเห็น • 149

  • @charlietown3844
    @charlietown3844 5 ปีที่แล้ว +71

    The best Materials Basics Master Class i have ever seen in my entire life. Thank you so much Jack!

    • @underscore00
      @underscore00  5 ปีที่แล้ว +3

      Thanks! You're welcome :)

    • @charlietown3844
      @charlietown3844 5 ปีที่แล้ว +2

      I never subscribe to TH-cam channels, never. But this video is so good, so clear, you show the results, you explain the macro variations (i could not figure out what were they for when I found them my first time), that I have subscribed to yours. Thank you again

    • @underscore00
      @underscore00  5 ปีที่แล้ว +1

      wow thanks so much! Much appreciated! :)

    • @playsadityaa
      @playsadityaa 4 ปีที่แล้ว

      @@underscore00 ha ha

    • @davidh3465
      @davidh3465 2 ปีที่แล้ว

      Indeed IT IS!

  • @jhemotion
    @jhemotion 5 ปีที่แล้ว +29

    FINALY I FOUND NORMAL VERY STRAIGHT FORWARD TUTORIAL FOR BASIC FAST MATERIAL SETUP IN UE4, THANKS A LOT!!

    • @underscore00
      @underscore00  5 ปีที่แล้ว +1

      Glad I can help! :)

    • @-GameHacKeR-
      @-GameHacKeR- 4 ปีที่แล้ว

      Indeed a great video :)

  • @metafuel
    @metafuel 2 ปีที่แล้ว +2

    I learnt more in this 30 minutes than I have through hours and hours of previous tutorials I've watched.
    Excellent, concise and perfectly explained.
    Thank you and subscribed.

    • @underscore00
      @underscore00  2 ปีที่แล้ว

      Thank you very much :) Im glad you got something out of this video! Thanks for subscribing too :)

  • @cgtspl
    @cgtspl 5 ปีที่แล้ว +3

    I''m a newbie to Unreal and was struggling with some basic issues like changing Material scale etc. This is by far the absolute best tutorial I have seen. Thank you SOOOO much for taking the time and putting in the effort to make these videos.

    • @underscore00
      @underscore00  5 ปีที่แล้ว

      Thanks for the kind words! Glad I can help :)

  • @hbirtt
    @hbirtt 3 ปีที่แล้ว +1

    Thank you. 2 years later, this is still relevant and helpful.

  • @edgarsi
    @edgarsi 4 ปีที่แล้ว +1

    My 2nd day into UE4 and You are the first master making great sense of all related to basic stuff in this engine. Kudos and big respect for such informative and detailed tut. And another great tip for those importing textures from SP (UE4 pack), you guys can use the same OcclusionRoughnessMetallic map for all three channels (R channel goes to Ambient occlusion, G goes to Roughness and B to Metallic), you can still pull them through all scalars and multipliers and it makes a perfect connection between substance and UE!

    • @underscore00
      @underscore00  4 ปีที่แล้ว +1

      Thanks so much for the kind words! It feels good to hear people learning good things from my videos :) Kudos on using the info for substance textures too!

  • @sthJuniorPK
    @sthJuniorPK 4 ปีที่แล้ว +2

    This was EXTREMELY helpful! After watching this I feel like I have a solid understanding of how the UE4 material system works. Looking forward to exploring it more.

  • @JamesGHensonIII
    @JamesGHensonIII 5 ปีที่แล้ว +2

    Thank you so much for making this! This process can be overwhelming when you're first trying to get a handle on it. This is a great plain language explanation of how and why this stuff works. Most tuts just say "do this" but don't actually explain what the nodes are actually doing. I definitely understand material networks better after watching this.

    • @underscore00
      @underscore00  5 ปีที่แล้ว +1

      Thanks so much! Im glad you got so much out of this video :)

    • @playsadityaa
      @playsadityaa 4 ปีที่แล้ว

      @@underscore00 ha ha I will hack you ha ha just wait man just wait wait 5 days and see the magic

    • @underscore00
      @underscore00  4 ปีที่แล้ว

      @@playsadityaa is that a threat?

    • @playsadityaa
      @playsadityaa 4 ปีที่แล้ว

      @@underscore00 ha ha im not a haker i made you mad ha ha 😂😂😂😂😂😂😂

    • @playsadityaa
      @playsadityaa 4 ปีที่แล้ว

      @@underscore00 😂😂😂😂😂😃😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂 im not beleving i made you mad.

  • @terrenavilla
    @terrenavilla 2 ปีที่แล้ว

    This is gold. The best and clearest tuts on materials I've seen so far. Thank you. Yours effort is hugely appreciated 💪

  • @garyerance
    @garyerance 3 ปีที่แล้ว

    This tutorial was incredible! I am coming over from Twinmotion to Unreal and its fair to say the learning curve is fairly steep, this has been a massive help. Many Thanks.

  • @prestonwilson196
    @prestonwilson196 5 ปีที่แล้ว +1

    This Tutorial is pure GOLD. Thank you. Was wondering if you could do a demonstration in the same way about adding Ambient occlusion? Would be greatly appreciated.

  • @stevencalcote2932
    @stevencalcote2932 2 ปีที่แล้ว +1

    Beautiful tutorial, Jack! Thank you for this wonderful gift.

  • @richardphipps4750
    @richardphipps4750 4 ปีที่แล้ว

    Not all heroes wear capes, thanks for sharing, this has really helped me to understand and improve. It's people lile yourself that enable people to get into the industry and excel. Thanks again.

  • @evolgenius1150
    @evolgenius1150 3 ปีที่แล้ว

    Ive been trying to figure out materials for a while, this is the first class that really made any sense to me thank you so much! 🙌

  • @DevnoxHaudegen
    @DevnoxHaudegen 4 ปีที่แล้ว

    Thank you so much. I found this tut and love it. one thing i was missing is the UV Rotation. I made one and comined it with your normal UV Controls without the macro ones. Then i made a Mat function of it. Now my master mat has everything i need to work with it. Best Tutorial i could find. Looking forward for some more vids. Thanks a lot

  • @darodism
    @darodism 3 ปีที่แล้ว

    THAT CRASH, was sooo Unexpected. I LOVE IT!!!

  •  4 ปีที่แล้ว +1

    A perfect material tutorial in 30 minutes. Thank you so much

  • @3Dtexel
    @3Dtexel 2 ปีที่แล้ว +1

    very great descriptions.. it put a lot of things in place in my knowledge.. thank you!

    • @underscore00
      @underscore00  2 ปีที่แล้ว

      You're welcome :) Glad I can help!

  • @sedghammer
    @sedghammer 2 ปีที่แล้ว

    Fantastic! Coming from redshift, this was a really helpful and concise breakdown. Thank you.

  • @brianchez6359
    @brianchez6359 5 ปีที่แล้ว +1

    Never thought to make the textures themselves parameters. Thanks!

  • @nullptr9124
    @nullptr9124 5 ปีที่แล้ว +18

    Holy shit that was so good! You definitely deserve more subscribers.

  • @betamaxid_id
    @betamaxid_id 4 ปีที่แล้ว

    i'm having sooooo muchhhh fun playing with your setting!!!! fun!!!!!!!

  • @tampajoeyz230
    @tampajoeyz230 4 ปีที่แล้ว

    Awesome UE4 tutorial with cool little material tricks. Thank You.

  • @BCMSi
    @BCMSi 4 ปีที่แล้ว +1

    Great lesson, good depth level and breakdown but doesn't drag at all. You've got skill sir!

  • @studiohoops
    @studiohoops 5 ปีที่แล้ว +1

    This was sooooo helpful, just starting out in UE4. I'll be using this from now on.

  • @SHEKOTASHKA
    @SHEKOTASHKA 3 หลายเดือนก่อน

    Your material looks pretty amazing!

  • @KCflynn
    @KCflynn 3 ปีที่แล้ว

    Thank you for this clear and easy to follow example.

  • @Latvian3Dman
    @Latvian3Dman 5 ปีที่แล้ว +1

    Thank you. Saved to my adv tutorials playlist.

  • @RayzenDharma
    @RayzenDharma ปีที่แล้ว

    Thank you, I needed this exactly! You're a great teacher!

  • @vrcenter3340
    @vrcenter3340 4 ปีที่แล้ว +1

    Great video!
    It's not advisable to scale UVs in the material unless it's a special effect. This should be controlled directly in the UV mapping process.

    • @underscore00
      @underscore00  4 ปีที่แล้ว

      Thanks! And yes, for proper models you shouldn't need to scale UVs, but for procedural materials that can be applied to surfaces of all sizes, it's very handy :)

  • @ninianmacqueen7976
    @ninianmacqueen7976 2 ปีที่แล้ว

    Brilliant. Exactly what I was after! You’re a legend!

  • @froggyworld
    @froggyworld 4 ปีที่แล้ว +1

    Incredibly helpful thank you so much for this!!

  • @karpilenko2012
    @karpilenko2012 4 ปีที่แล้ว

    Thank you! It's really useful. I feel like I play while creating.

  • @-GameHacKeR-
    @-GameHacKeR- 4 ปีที่แล้ว

    13:23 No you get Pink, Pink is the middle point between red and blue and purple is a shade found as you move closer to blue, Brown is also just a dark shade of orange as you move closer to black.

  • @sam08g16
    @sam08g16 5 ปีที่แล้ว +2

    That was a great video and you are awesome man! 10/10

  • @hugom.delgadom.9146
    @hugom.delgadom.9146 4 ปีที่แล้ว +1

    A Master Class from a True Master! Thank you so much Jack, I've learned a lot from this.... Cheers!

  • @aligfx
    @aligfx 4 ปีที่แล้ว +1

    This video tutorial is essential for Unreal engine materials

  • @bayikirasu7879
    @bayikirasu7879 3 ปีที่แล้ว

    thank you for your tutorial sir, its simple and easy to understand.

  • @karimgameil6240
    @karimgameil6240 4 ปีที่แล้ว +1

    Holy smokes! This is one compact tutorial!

  • @JPWestmas
    @JPWestmas 3 ปีที่แล้ว

    Finally a great materials video :) TY

  • @abdouunreal318
    @abdouunreal318 3 ปีที่แล้ว

    I can not thank you enough for that this is going to be so useful for me

  • @wishpoosh
    @wishpoosh 5 ปีที่แล้ว +1

    Great tutorial, thanks!

  • @prestonwilson196
    @prestonwilson196 5 ปีที่แล้ว +1

    Great video my dude! Any chance you could show how to properly set up the AO section and expose that as a parameter?

  • @gamemakerdude
    @gamemakerdude 4 ปีที่แล้ว +1

    This is one of the absolute best tutorials I've seen, thank you! I was just wondering if there was a way to bypass the texture, normal map, and roughness map if I made another parameter like "Use Texture" Boolean? In other words, if this parameter is false, I would have a basic color as the default Base Color instead of a texture and just be able to set the roughness or metallic values.
    Thanks again!

  • @mateusribeiro6708
    @mateusribeiro6708 5 ปีที่แล้ว +2

    Muito boa explicação amigo!!
    Agradeço de coração, estou iniciando e estás ajudando muito

  • @MZONE3D
    @MZONE3D 4 ปีที่แล้ว

    Really awesome tutorial bev. What about if you use a mask material like an RMA packed (Roughness, metallic, ao). I often export rma materials from quixel suite....

  • @AyushBakshi
    @AyushBakshi 5 ปีที่แล้ว +1

    You earned a subscriber.

  • @anthonymerle310
    @anthonymerle310 4 ปีที่แล้ว

    I don't mean to be a hater, but its amazing what passes for a masterclass around these parts :) This should be labeled beginner material tutorial.

  • @tampajoeyz230
    @tampajoeyz230 4 ปีที่แล้ว

    Best material master class tutorial on the web. Is there a way to export the material instance after it's created to be used as part of a UV map texture?

  • @shakaama
    @shakaama 2 ปีที่แล้ว

    Just so i'm on the same page
    - you have shown us how to create a MASTER .... PBR material
    - for a project we can just create a separate instance for carpet, counter top, wall
    BUT, if we need weird glowy material, or crawling spiders, or rain drops, that is a separate thing that needs it's own tutorial all to itself, each?

    • @underscore00
      @underscore00  2 ปีที่แล้ว

      That's right, yeah. Although, this material can be modified in any number of ways, but think of it more as a base for opaque surfaces. What I've done in the past is made 3 'versions' of this material, one opaque (like in the video), one masked, and one with translucency. That way almost all the materials I used in the project were instances of just those three. Great for reducing VRAM usage!

  • @antonschmid229
    @antonschmid229 4 ปีที่แล้ว

    Yes, you teached me a lot in this vid.
    Thank you

  • @shakaama
    @shakaama 2 ปีที่แล้ว

    18:37 I about fell out of my chair laughing.

  • @MrFKGreen
    @MrFKGreen 2 ปีที่แล้ว

    Thanks for the mastercalss, this is a very cool guide for beginners. Tell me, what nodes do you need to use in order to add the ability to use your own metallic card? And what nodes need to be added to be able to adjust the brightness of the diffuse map color?

  • @anugrah6372
    @anugrah6372 4 ปีที่แล้ว +1

    I am just a beginner and I don't know why is it showing lighting needs to be rebuilt will this be a problem?

  • @bentripn
    @bentripn 5 ปีที่แล้ว +1

    Awesome content thank you very much!

    • @underscore00
      @underscore00  5 ปีที่แล้ว

      You're welcome! :) Thanks for dropping by

  • @kwdesignstudio1708
    @kwdesignstudio1708 4 ปีที่แล้ว +1

    Thank u very much !

  • @Video-yi1lv
    @Video-yi1lv 4 ปีที่แล้ว

    DA BEST TUTORIAL EVER :D

  • @garyerance
    @garyerance 3 ปีที่แล้ว

    Thanks again for the tutorial. Can I ask how you actually save this for future projects? Is there a user library or something similar that you can save custom assets and materials into? Many thanks

  • @makadi86
    @makadi86 3 ปีที่แล้ว

    Thanks for the great tutorial but is there any way to convert glossiness map to roughness map when my pbr material comes with glossiness? and where should I link the reflection map

  • @2024-f8s
    @2024-f8s 3 ปีที่แล้ว

    Thank you very much for your tutorial

  • @Spyro_2076
    @Spyro_2076 5 ปีที่แล้ว +1

    So if im understanding this correctly, your master material just sits in your shelf, and only instances get applied to your assets? I have seen other vids using a 128x128 placeholder image for the initial material, is that a good practice?

    • @underscore00
      @underscore00  5 ปีที่แล้ว

      That's correct! The textures you use in the master material don't really matter, they're just there so that the material compiles correctly. By using this method you cut way down on the amount of VRAM you use in detailed scenes by only calling on one material and letting the instances take care of the parameters.

  • @tunvas
    @tunvas 5 ปีที่แล้ว +1

    Thank you for making this video

  • @AyushBakshi
    @AyushBakshi 5 ปีที่แล้ว

    Hi! I don't get the network graph at 08:06. *UV X Multi* and *UV Y Multi* are appending to give what? By append i understand adding in the end.. Like *Beta* appended to *Alpha* will be *AlphaBeta* .
    And the appended value goes to *B* of *Add* . So what does A + B mean here? I mean.. How are we getting two different results by changing *UV X Multi* and *UV Y Multi* .. Argh. I'm confused in the beginning.

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz 4 ปีที่แล้ว

    Kia ora
    Great stuff
    Is there a way to add a world alined switch to this, one can turn on and off world alined functions when needed?

  • @jhett1746
    @jhett1746 5 ปีที่แล้ว +1

    You should change the compression settings of roughness. Your roughness information is currently diplaying incorrectly, because it it using rgbs. Should be linear.

    • @underscore00
      @underscore00  5 ปีที่แล้ว +3

      Ah good call! For those reading this, you open up the texture and change compression settings in a drop-down on the right.

    • @earthbornjim9975
      @earthbornjim9975 5 ปีที่แล้ว

      @@underscore00 Which one do we change it to?

  • @EdproArq
    @EdproArq ปีที่แล้ว

    Hello, thanks for your videos, is it possible to do the same as the normal one but with a base color?

  • @jamescreed4065
    @jamescreed4065 3 ปีที่แล้ว

    I fucking love you for this. That is all.

  • @jonatane5374
    @jonatane5374 5 ปีที่แล้ว +1

    great tutorial, very helpful! However, I downloaded a texture pack that includes four files. the last one is purple in colour.
    How would you set that up for a material? Can't find any information about that

    • @justghostie4948
      @justghostie4948 5 ปีที่แล้ว +1

      It's called a normal map. You use it in the normal output

  • @siliconbrush
    @siliconbrush 5 ปีที่แล้ว +2

    liked and joined with notifications.

  • @nullptr9124
    @nullptr9124 5 ปีที่แล้ว +3

    Also, I'm quite a beginner in UE4, it kinda looks like some blueprint stuff to me, can this be created programmatically? Or is it a totally different thing from blueprint and it's just how you set up a material?

    • @underscore00
      @underscore00  5 ปีที่แล้ว +1

      You can write code for shaders in unreal engine! These materials look like blueprints but the underlying code is still HLSL, similar to unity. In the material, you can make custom nodes and write code straight into them. I hope that answers your question!

    • @nullptr9124
      @nullptr9124 5 ปีที่แล้ว +1

      @@underscore00 I understand it now. Thanks! Also, never heard of HLSL, I've only encountered GLSL in OpenGL, but I guess they are pretty much the same. Is it worth learning HLSL for UE4, or are those "blueprints" good enough and easier to use without touching the script behind?

    • @underscore00
      @underscore00  5 ปีที่แล้ว +1

      @@nullptr9124 I think it's worth it, definitely! These blueprint-style materials were designed with artists like me in mind so that people dont need to know code to make good materials, but the Triple-A super-pro tech artists use a code shader language.
      I think HLSL is pretty similar to GLSL, the only big difference I can think of off the top of my head is HLSL uses DurectX while GLSL is OpenGL, as you say. But yeah, definitely worth checking out - in fact, you can check out my tutorial on making a radial blur post-process for an example of how to put custom code into a material in UE4 :)

    • @nullptr9124
      @nullptr9124 5 ปีที่แล้ว +2

      @@underscore00 I'm gonna take a look right now! Thanks for the answer!

  • @Luminosus2012
    @Luminosus2012 5 ปีที่แล้ว

    looks really great:@underscore :) thanx, how would you go about converting a Reflectivity/specular map into a roughness workflow map? there are so many textures out there that dont have the pbr workflow. would be great to hear:)

    • @izvarzone
      @izvarzone 5 ปีที่แล้ว +1

      Epic acually use specular map in Paragon and UT4, along with roughness and metallic, but not in all shaders. Most of the time it's just scalar parameter into specular, in skin shaders they use texture.
      Specular can be reused from roughness map, by lerping 2 scalars and using roughness texture as a mask.

    • @izvarzone
      @izvarzone 5 ปีที่แล้ว +1

      Conversion is easy, substance designer have diffuse/spec/gloss to albedo/rougness/metallic node.

    • @Luminosus2012
      @Luminosus2012 5 ปีที่แล้ว

      @@izvarzone sounds very interesting. Would you mind Posting a Screenshot for better understanding? :)

  • @Dazzer1234567
    @Dazzer1234567 4 ปีที่แล้ว

    Very confusing tutorial, at 1:45 you're talking about "materials" but i think you mean "textures", and they're in a folder called "master materials"???..........i'm a noob, sorry if i grabbed the wrong end of the stick!

  • @scan-the-world
    @scan-the-world 3 ปีที่แล้ว

    Thank you!

  • @davidfails2866
    @davidfails2866 4 ปีที่แล้ว

    can you hook up textures to player controls or cord of player for render optimization?

  • @thomasbaraldicassaro4550
    @thomasbaraldicassaro4550 3 ปีที่แล้ว

    Man you're the best

  • @jonbujanda3677
    @jonbujanda3677 3 ปีที่แล้ว

    Where does the instance come from? There are ahortcuts that you don't bother explaining, i don't understand

  • @Mj3DArts
    @Mj3DArts 5 ปีที่แล้ว

    Great tutorial! i'm having a problem with the UV multi tile scaling.. its seems to only scale the tiling on one axis meaning it looks stretched on a wall for example.. the tile sizes is also different when looking in the material instance and in the viewport on the sphere mesh.. it's a lot bigger and when i try to scale it down using the multi UV scale it just stretches the textures one way.. i'm using ver. 4.21 and my question is if there's something i am missing or forgetting to activate in the engine settings? i also couldn't find the texture compression setting where i could set it to linear, but that shouldn't have anything to do with tiling.. i checked to see i i followed your steps carefully so the blueprint should be good..

    • @underscore00
      @underscore00  5 ปีที่แล้ว

      Hi MJ! Here's the fix for your UV issue: i.imgur.com/lea6ojf.jpg
      So you'd adjust the UV X and Y controls in your material instance to correct the stretching, and the UV Multi scalar to change the scale. Hope that helps!

    • @Mj3DArts
      @Mj3DArts 5 ปีที่แล้ว

      @@underscore00 yes i figured it out.. i was trying to put material on the wrong kind of mesh.. everything seems to be working the way i intended now..

    • @underscore00
      @underscore00  5 ปีที่แล้ว

      That's good! Glad you got it working :)

  • @clemescosora6711
    @clemescosora6711 4 ปีที่แล้ว

    how do you add another 3rd material? lets say wet/water? there are only 2 channels

  • @josefcaceres1952
    @josefcaceres1952 5 ปีที่แล้ว

    Thank you sir!!

  • @ethanwasme4307
    @ethanwasme4307 5 ปีที่แล้ว

    what do we do if we have too much specular in our materials?
    Specular highlights are deduced from the roughness and albedo right?
    A material with 1 roughness and the default value of 0.5 looks way too off...

    • @underscore00
      @underscore00  5 ปีที่แล้ว

      You can do similar things as the roughness controls from this video to manipulate specular values. You could also feed the roughness/specular inputs through a lerp with a fresnel function as the alpha - which you could use to cut down on rim highlights.
      Hope that helps!

  • @RedRowGT
    @RedRowGT 5 ปีที่แล้ว +1

    subscribed. thx

  • @BurakkuHishou
    @BurakkuHishou 5 ปีที่แล้ว

    Man...i find this stuff so confusing. I picked up modeling and sculpting very easily. I've picked up UV unwrapping and the basics of texturing fairly easily, but all these small nodes, all this, minor tweaking i just don't understand. Like Adding, Multiplying, appending. What do they do exactly in comparison to one another? Lerping, Clamping, those little nodes used for parameters. It's just...so much.

  • @Joes_Jitsu
    @Joes_Jitsu 4 ปีที่แล้ว

    I think i messed up … I know I'm a little late to this party but I just started using Unreal and this was a great tutorial! It all worked perfectly but I don't have the Texture parameter value section to change my textures. Can somebody tell me what I'm missing to get that section? Thank you for any help

  • @rileywilson6320
    @rileywilson6320 5 ปีที่แล้ว +2

    Hey, I was wondering if you could make a tutorial on an animal taming system like in ark survival evolved. I would like to make something like that but have no idea where to start. Thanks!

    • @underscore00
      @underscore00  5 ปีที่แล้ว +2

      Oooh, that's an interesting one! I'll definitely look into it :)

    • @rileywilson6320
      @rileywilson6320 5 ปีที่แล้ว +1

      @@underscore00 Wow! Such a fast response! I was hesitant to even ask because most the time I leave comments like this I get no response. Thank you for really interacting with your community, really is appreciated.

    • @underscore00
      @underscore00  5 ปีที่แล้ว +3

      @@rileywilson6320 Thanks! I try to respond to everyone that leaves feedback or asks questions, I think it really matters that the people who make videos put effort into talking to people and helping them out :)

  • @danielgalvanecheverri6465
    @danielgalvanecheverri6465 5 ปีที่แล้ว

    Why do you change at the beggining the Texture Sample to a 2dparameter? What is the difference between those?

    • @underscore00
      @underscore00  5 ปีที่แล้ว +1

      A parameter can be changed in a material instance after the material has been made, while a texture sample is just a texture within the material. I do it so that I can re-use the material for multiple surfaces :) hope that helps!

  • @dominicsagona1186
    @dominicsagona1186 4 ปีที่แล้ว

    Thank You!!!

  • @Xolpy
    @Xolpy 3 ปีที่แล้ว

    18:30 I feel you xD

  • @orange-tube9624
    @orange-tube9624 5 ปีที่แล้ว +1

    I think the blank normal's RGB should be 128.128.255, Why the 0.0.1 also works? Please explain to me...(Sorry for my bad English :P)

    • @Kingu__
      @Kingu__ 5 ปีที่แล้ว +1

      Direction of a normal vector is in range -1 to 1 (so 0 is half way between) thus we set a "blank" normal to 0. A texture has it's half way in 0.5, because of the color range 0-1, but the Texture Sampler of type Normal Map takes care of this and automatically converts this range to -1 to 1, so you don't have to worry about that in the material.

    • @orange-tube9624
      @orange-tube9624 5 ปีที่แล้ว

      @@Kingu__Thanks!!!

  • @mch43856
    @mch43856 5 ปีที่แล้ว

    Thank you, you saved me

  • @kalpeshjangid
    @kalpeshjangid 4 ปีที่แล้ว

    very nice .....

  • @DPLawlorFilms
    @DPLawlorFilms 3 ปีที่แล้ว

    im following this to the number and my instance is looking much different.

  • @TheFlyJunky
    @TheFlyJunky 5 ปีที่แล้ว +1

    the only thing i learnt was that its literally the same as blender but its got different names for some things.

  • @JimboJu1ce
    @JimboJu1ce 5 ปีที่แล้ว

    Hey can you make a tutorial on a npc jobs system (rdr2) or a patrol system (like the forest)

    • @underscore00
      @underscore00  5 ปีที่แล้ว

      I'm actually working on a LOT of AI-related ue4 stuff, so stay tuned!

  • @chickeninabox
    @chickeninabox 4 ปีที่แล้ว

    Displacment Maps?

  • @amirankakachia133
    @amirankakachia133 4 ปีที่แล้ว

    does not work separate x and y uv mapping

  • @desmadremexa4912
    @desmadremexa4912 5 ปีที่แล้ว

    Make a video of simulator harvesting

  • @JA-zk7np
    @JA-zk7np 3 ปีที่แล้ว

    What exactly does PBR stand for?

    • @underscore00
      @underscore00  3 ปีที่แล้ว

      omg i didnt mention it in the video? XD
      PBR means Physically Based Rendering, in that the method of rendering uses real-world values to derive color, reflectivity, etc.

    • @JA-zk7np
      @JA-zk7np 3 ปีที่แล้ว

      @@underscore00 thank you, you prob did and I missed it, tis alot to take in, but awesome video, it is the best on youtube that I've seen so far

  • @antonschmid229
    @antonschmid229 4 ปีที่แล้ว

    My Unreal Engine crashed also at the metallic part xD

  • @Dazzer1234567
    @Dazzer1234567 4 ปีที่แล้ว

    1:28......what that what?, going to fast, slow down man, it's a tutorial!

  • @TheAPBcraftChannel
    @TheAPBcraftChannel 3 ปีที่แล้ว

    Spider Web Sim xd