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 fully procedural noise patterns


We wanted to end our journey with this last recipe, which talks about a technique that is both powerful and flexible, but also quite demanding in terms of computing power. It is best used as a means of creating other assets, and isn't really directly employed in real-time apps and games. We are talking about the noise node—a fully procedural, mathematical system that allows you to create many different non-repetitive textures and assets based on it. Similar to the semi-procedural material creation techniques we saw in earlier chapters, this node takes things a bit further and enables you to use an effect that's very widespread in offline renderers, giving you the ability to create materials where repetition is not a concern. Let's see how it's done!

Getting ready

Unlike in the previous recipe, we won't need anything else apart from what the engine offers us to tackle this recipe. However, we've prepared a small scene that you can use should you choose...