Index
A
- Ambient Occlusion
- reference / See also
- Ambient Occlusion, Roughness, and Metallic (AORM) / There's more...
- Anti Aliasing
- adjusting / Adjusting anti aliasing and other rendering features, How to do it..., How it works...
- reference / See also
- assets naming convention
- reference / How to do it...
B
- blend types
- reference / How it works...
- Bloom
- used, for mimicking real-life camera / Mimicking a real-life camera using Bloom and Lens Flares, How to do it..., How it works...
- reference / See also
- Bloom convolution / There's more...
- blueprint / How it works...
- brick wall
- creating, with Parallax Occlusion Mapping / Creating a brick wall with Parallax Occlusion Mapping, Getting ready, How to do it..., How it works...
- with displacement / A brick wall using displacement, Getting ready, How to do it..., How it works...
C
- camera exposure control, Epic Games
- reference / See also
- candle material
- creating, with SSS / Creating a candle material with SSS, Getting ready, How to do it..., How it works...
- CCTV camera feed
- creating / Creating a CCTV camera feed , Getting ready, How to do it..., There's more...
- working / How it works...
- CGTrader
- reference / Getting ready
- cine camera actor
- reference / See also
- cinematic effects
- applying, to games / Applying cinematic effects to our games, How to do it..., How it works...
- cinematic shot
- setting up, depth of field used / Setting up a cinematic shot using depth of field , How to do it...
- color grading
- used, for modifying mood of scene / Changing the mood of a scene through color grading, How to do it..., How it works...
- color temperature
- reference / How it works...
- Convolution / How it works...
- cubemap creation process
- reference / See also
- cubemap tools
- reference / See also
- curve atlases
- used, for changing between seasons / Changing between seasons quickly with curve atlases, How to do it...
- working / How it works...
- Customized UVs
- reference / How it works...
D
- 3D model material
- baking, into texture / Baking a 3D model material into a texture, Getting ready..., How to do it..., How it works...
- decals
- about / Using decals to add granularity to our scenes
- used, for adding granularity to scenes / Getting ready, How to do it..., How it works...
- reference / See also
- depth of field
- used, for setting up cinematic shot / Setting up a cinematic shot using depth of field , How to do it...
- DetailTexturing / How it works...
- detail texturing node
- distance-based texture blending / Distance-based texture blending, Getting ready, How to do it..., How it works..., There's more...
E
- emissive material
- used, for lighting scene / Using an emissive material to light the scene, Getting ready, How to do it..., How it works..., There's more...
- emissive material input pin
- reference / See also
- Engine performance
- reference / See also
- Epic Games Launcher
- reference / Getting ready
F
- Feature Level Switch
- reference / How it works...
- Forward Shading Renderer
- reference / How it works...
- forward shading renderer
- using, for VR / Using the forward shading renderer for VR, How to do it..., How it works...
- Fresnel effect
- fully procedural noise patterns
- FXAA / How it works...
G
- game compass
- creating / Creating a game compass, Getting ready, How to do it..., There's more..., See also
- working / How it works...
- games
- cinematic effects, applying to / Applying cinematic effects to our games, How to do it..., How it works...
- interactive elements, highlighting / Highlighting interactive elements within our game, How to do it..., How it works..., There's more...
- general material-optimization techniques / General material-optimization techniques, How to do it..., How it works...
- Gimp
- reference / See also
- glass
- creating, with translucent blend mode / Creating some simple glass with the translucent blend mode , How to do it..., How it works...
- Graphics Processing Unit (GPU) / How to do it...
H
- hierarchical instanced static mesh (HISM) / There's more...
- Hierarchical Level of Detail (HLOD) tool
- about / Combining multiple meshes with the HLOD tool
- multiple meshes, combining with / Getting ready..., How to do it...
- working / How it works...
- reference / How it works...
- High Dynamic Range imaging (HDRi) / How to do it...
- High Resolution Screenshot / There's more...
- HISM components
- reference / See also
- holograms
- about / A different type of translucency – holograms
- working with / How to do it..., How it works...
- horror movie pulsating effect
- with post process materials / A horror movie pulsating effect with post process materials, Getting ready, How to do it..., How it works...
I
- identical models
- randomness, adding to / Adding randomness to identical models, Getting ready, How to do it..., How it works...
- image-based lighting
- scene, lighting / Lighting our scene with image-based lighting, How to do it..., How it works...
- index of refraction (IOR)
- about / There's more...
- reference / See also
- interactive elements
- highlighting, within game / Highlighting interactive elements within our game, How to do it..., There's more...
- working / How it works...
- interior cubemaps
- used, for texturing interior of building / Using interior cubemaps to texture the interior of a building, Getting ready, How to do it..., How it works...
K
- kernel / How it works...
L
- landscape materials
- blending / Blending landscape materials, How to do it...
- working / How it works...
- Laplacian edge-detection system / How it works...
- layered materials
- used, for creating snow on top of objects / Creating snow on top of objects using layered materials, How to do it..., How it works...
- Lens Flare
- used, for mimicking real-life camera / Mimicking a real-life camera using Bloom and Lens Flares, How to do it..., How it works...
- reference / See also
- light-baking process
- reference / See also
- light functions
- reference / See also
- lighting channels
- reference / See also
- Linear Interpolation (Lerp) node / Getting ready...
- Look-Up Tables (LUTs)
- about / There's more...
- reference / There's more..., See also
M
- masks
- using, within materials / Using masks within a material, Getting ready, How to do it..., How it works..., There's more..., See also
- material complexity
- adjusting, through quality switches / Adjusting material complexity through quality switches, Getting ready, How to do it..., How it works...
- material editor
- working with / Working inside the material editor, How to do it..., How it works...
- materials
- masks, using within / Using masks within a material, Getting ready, How to do it..., How it works..., There's more..., See also
- instancing / Instancing a material, How to do it..., How it works..., There's more...
- baking out / Baking out a material, How to do it..., How it works..., There's more...
- creating, for mobile platforms / Creating materials for mobile platforms, How to do it..., How it works...
- reference / There's more...
- materials, for mobile performance
- reference / See also
- materials cost
- Material Settings menu
- reference / How it works...
- Merge Actors tool
- about / How it works...
- reference / How it works...
- mesh
- painting, with Vertex Painting / Getting ready, How to do it..., How it works...
- texture coordinates, matching across / Matching texture coordinates across multiple meshes, Getting ready, How to do it..., How it works...
- mesh-based decals
- reference / See also
- mesh distance fields
- proximity-based masking / Proximity-based masking with mesh distance fields, Getting ready, How to do it..., How it works...
- Mesh Paint User Guide
- reference / See also
- mini map
- creating / Creating a mini map, How to do it..., How it works..., See also
- mobile platforms
- materials, creating for / Creating materials for mobile platforms, How to do it..., How it works...
- mood of scene
- modifying, through color grading / Changing the mood of a scene through color grading, How to do it..., How it works...
- MSAA / How it works...
O
- occluded areas
- dirt, adding to / Adding dirt to occluded areas, Getting ready, How to do it..., How it works...
P
- Parallax Occlusion Mapping
- brick wall, creating / Creating a brick wall with Parallax Occlusion Mapping, Getting ready, How to do it..., How it works...
- reference / See also
- parameter collection
- sunny scene, changing to snowy / Changing from a sunny scene to a snowy one through parameter collection, How to do it...
- physically based material
- working with / Our first physically based material, How to do it..., How it works...
- Physically Based Rendering (PBR) / Introduction
- pixel normal offset
- reference / See also
- planar reflections
- reference / See also
- post-process volume
- Post Process Effects
- reference / See also
- Post Process Material / Highlighting interactive elements within our game
- post process materials
- using, for horror movie pulsating effect / A horror movie pulsating effect with post process materials, Getting ready, How to do it..., How it works...
- reference / See also
- proximity-based masking
- with mesh distance fields / Proximity-based masking with mesh distance fields, Getting ready, How to do it..., How it works...
Q
- Quality Settings system
- reference / How it works...
R
- randomness
- adding, to identical models / Adding randomness to identical models, Getting ready, How to do it..., How it works...
- real-life camera
- mimicking, Bloom used / Mimicking a real-life camera using Bloom and Lens Flares, How to do it..., How it works...
- mimicking, Lens Flares used / Mimicking a real-life camera using Bloom and Lens Flares, How to do it..., How it works...
- realistic reflections
- Red Green Blue (RGB) / How it works...
- reflections / Achieving realistic reflections
- refraction
- mastering, by creating pool water material / Mastering refraction by creating a pool water material, Getting ready, How to do it...
- rendering
- render targets
- reference / See also
S
- scene
- lighting, with image-based lighting / Lighting our scene with image-based lighting, How to do it..., How it works...
- lighting, emissive material used / Using an emissive material to light the scene, Getting ready, How to do it..., How it works..., There's more...
- decals, used for adding granularity to / Using decals to add granularity to our scenes, How to do it..., How it works...
- screen space reflections
- reference / See also
- sea shader
- animating / Animating a sea shader, Getting ready, How to do it..., How it works...
- semi procedural material
- creating / Creating a semi procedural material, How to do it..., There's more...
- working / How it works...
- small prop
- texturing / Texturing a small prop, How to do it..., There's more...
- working / How it works...
- SSS
- candle material, creating / Creating a candle material with SSS, Getting ready, How to do it..., How it works...
- studio scene
- setting up / Setting up a studio scene, Getting ready, How to do it..., How it works...
T
- Temporal AA / How it works...
- texture
- 3D model material, baking into / Baking a 3D model material into a texture, Getting ready..., How to do it..., How it works...
- texture atlases
- optimizing through / Optimizing through texture atlases, How to do it..., How it works...
- reference / Optimizing through texture atlases
- texture coordinates
- matching, across multiple meshes / Matching texture coordinates across multiple meshes, Getting ready, How to do it..., How it works...
- textures for mobile platforms, UE4
- reference / Getting ready...
- Tonemapper
- reference / How to do it...
- translucency / A different type of translucency – holograms, How to do it...
- translucent blend mode
- used, for creating simple glass / Creating some simple glass with the translucent blend mode , How to do it..., How it works...
- transparency
- reference / See also
- transparent glass
- TurboSquid
- reference / Getting ready
U
- unlit shading model
- reference / See also
- Unreal Engine 4 style guide
- reference / How to do it...
- upscaling / How it works...
- Use Last Keyframe? / There's more...
- UVs
- customizing / Customizing UVs, How to do it..., How it works...
V
- Vertex Painting
- about / Painting a mesh with vertex painting
- mesh, painting / Getting ready, How to do it..., How it works...
- video
- playing, from internet on screen / Playing a video from the internet on a screen, Getting ready, How to do it..., How it works..., There's more...
- vignetting, Epic Games
- reference / See also
- VR
- forward shading renderer, using for / Using the forward shading renderer for VR, How to do it..., How it works...
W
- water caustics / Water caustics, Getting ready, How to do it...