In this tutorial, we will utilize Unreal Engine's Blue Print system to create a material. This material will be designed with adjustable parameters, allowing us to modify aspects such as emissive Intensity, roughness contrast, and the color of specific parts on the mesh. Chapters and Hot Keys can be found below.
Link to Assets Used in this tutorial: https://www.artstation.com/a/32054873
Link to Portfolio: https://www.artstation.com/rbgore
Chapters
00:00 Intro
00:42 Why do we want to add complexity to our Materials
03:08 Swap out Sphere for our asset in material viewport
03:48 Setting up the Emissive Adjustments
Multiply Node,
Constant3Vector Node,
Creating Parameters
Scalar Parameter Node
Creating Material Instance
13:56 Setting up the Normal Adjustments
FlattenNormal Node
17:22 Setting up the Roughness Adjustments
CheapContrast Node
SCurve Node
3PointLevels Node
27:01 Organizing our node graph
28:40 Setting up the Base Color Adjustments
Desaturation Node
Power Node
36:11 Setting up the AO Adjustments
Pulling AO from Normal Map
Start Preview Node
Linear Interpolation (Lerp) Node
47:32 Creating a Mask using ID Map
Distance Node
OneMinus Node
52:41 Setting up Color Change for panel parts
Blend HardLight
01:01:06 Setting up Metallic Adjustments for Panel Parts
01:07:31 Setting Texture Samples to Parameters
01:10:01 Adjusting Material instance looking at scene lighting
01:11:30 Using Our Material Instance on a Different object!
01:15:48 Outro
Hot keys
M +left click = Multiply
1 + left click = Constant
S + left click = Scalar Parameter
V + left click = Constant3Vector Parameter
L + left click = Linear Interpolation (Lerp)
O + left click = OneMinus
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