Sjoerd de Jong walks through the many ways to work with Materials in the engine, starting with an introduction to the general behind the scenes architecture, the concept of physically-based rendering (PBR), and how to work with textures. He will dive into the Material Editor, its Material expressions, and common combinations. Next, a look at the various Material inputs, shading models, blend modes, and Material Domains. Following, we'll jump into Material Instances, functions, layers, Material parameter collections, and HLSL. Then we wrap up with a look into how to combine the tools together and go through some advanced examples.
You will learn how to:
Recognize the behind the scenes architecture and its impact on the overall development and project performance of materials.
- Utilize tools available for shaders and materials such as material instances, functions, layers, material parameter collections, and HLSL in Unreal Engine.
- Navigate the Material Editor user interface to use common combinations and expressions.
- Define the concept of physical based rendering.
- Work with texture and various material inputs.
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