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

Using masks within a material


Welcome to the first recipe of this third chapter! I think this is a very important moment in our material-creation journey, as we are about to leave the introductory stuff aside in order to focus more on real assets. From now on, everything we do is really real and by that I mean that we are no longer talking about the possibilities or applications of what we are learning, but instead we are doing things that could be part of a real-life project. Hopefully, you'll start feeling like a pro, learning and applying specific techniques that are part of a 3D artist's daily workflow in UE4!

With that in mind, our first goal is going to be the replication of a complex material graph. This is going to be very helpful, as one of the most important steps is to actually decide how our materials should be set up. We'll do that for a small wooden toy tank, which is indicative of many different objects that we might want to texture in the future. We will also take a look at...