Book Image

Unreal Engine 4 Shaders and Effects Cookbook

By : Brais Brenlla Ramos, John P. Doran
Book Image

Unreal Engine 4 Shaders and Effects Cookbook

By: Brais Brenlla Ramos, John P. Doran

Overview of this book

Unreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry. With that in mind, this book aims to help you get the most out of Unreal Engine 4 - from creating awe-inspiring graphics to delivering optimized experiences to your users. This is possible thanks to a mixture of hands-on experience with real materials and the theory behind them. You will immediately know how to create that material that you want to display, and you'll also end up with the knowledge that will let you know how to control it. All of this will be done without losing sight of two key components of any real-time application - optimization, and efficiency. The materials that you create will be light and efficient, and they will vary depending on your target platform. You'll know which techniques can be used in any kind of device and which ones should be kept to high-end machines, giving you the confidence to tackle any material-related task that you can imagine. Hop onboard and discover how!
Table of Contents (16 chapters)
Title Page
Copyright and Credits
About Packt
Contributors
Preface
Index

Adding randomness to identical models


The first recipe we'll tackle in this last chapter is going to deal with a specific type of model instances. You might have heard about this type of asset before, as they are a common feature in many different 3D content creation packages. We use that name to refer to identical copies of an asset that get scattered throughout our scenes, where each duplicate is easier to render than if we were dealing with different models altogether. This can be a very cool technique to use when we deal with vegetation or whenever we want to place multiple similar meshes.

However, more often than not, we also want to change how each instance looks or at least add a little bit of variety to each of them—a task that isn't always easy. In this chapter, we'll explore a simple little node that will let us do just that, and assign a random value to each instance so that we can alter their look within our materials. Let's see how that's done:

Getting ready

As we always say, you...