The Uber Shader: Master Material Pack (available on the Unreal Marketplace)
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- Опубліковано 27 вер 2024
- The perfect “master material” for folks coming from programs like Maya to hit the ground running in Unreal Engine, the Uber Shader is modeled after the Arnold Standard Surface, and contains those same familiar controls, including base color, specular roughness, anisotropy, coat, sheen, subsurface, bump, emission, and UV controls. In this walkthrough I'll demo all of the parameters and how to use them.
You can get the Uber Shader on the Unreal Marketplace:
www.unrealengi...
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Hi Derick! This is amazing! Remember even though I wasn't the first one to buy it I am still putting my support for your hard work in. Thanks so much for making this shader pack and I look forward to seeing more of what you come up with!
Thanks Cheyenne! You were the one who originally encouraged me to put it up on the marketplace!
@@derekfloodVFX I bought it and BEST believe I will be the biggest loud mouth out there to promote your wonderful work and effort! 👍
@@needly12 Yay!!
This is awesome and must be really hard to make it thnks for share and explain in depht. 👌
You're very welcome. I put a lot of time and love into making it so I'm very glad you like it!
Very cool product! QQ is it possible to create a retro-reflective material with this? Like micro glass beads with 2.1 refraction index? Just bought your product, so testing it out anyways.
Ben Cloward has a great tutorial showing how you can add retro-reflectivity to a material. Basically, you invert a Fresnel function and plug that into the emission. Take a look: ua-cam.com/video/kH8cORFT48U/v-deo.htmlsi=89q6L5URVLYPbUjg
@@derekfloodVFX yeah. Done that tutorial, but somehow the effect doesn’t seem to work for me. My goal is to have a more physically based material to create a digital twin of the actual effect pigment.
For a more physically plausible shader you’d need to go with Substrate. This has parameters for thin film reflectance to produce iridescent colors that may be what you’re after. I have a version of the Uber shader for Substrate you can check out. do keep in mind that Substrate is still experimental in Unreal
@@joostm2032 if you are looking to get correct ray traced refraction you will need to use the path tracer.
@@derekfloodVFX will try that. After Easter 🐣 I’ll give your Uber shader a go!
I purchased your wonderful material. However, when I migrated your material instance to my project, it looks completely different. Transparent materials do not appear transparent. Please tell me how to transfer and use the material.
Are you in UE 5.3? Do you have Substrate enabled in the Project Settings?
@@derekfloodVFX Now I can see it. Thank you friend.😅
@@tkkim1 You bet! I added a note on the Market Place page about the Project Settings too. Hopefully, it will help others. Thanks for letting me know!
I don't think that this is an Uber Shader. It's an extended PBR shader. Unfortunately, this term is increasingly being used incorrectly. A real Uber Shader is specifically tailored to the application/game. And handles things like texture atlasing and meshes, so you really do cause fewer draw calls.
Yes, I’m using the term in the sense of an all-purpose material which artists are familiar with from offline renderers like Arnold StandardSurface, V-Ray Material, or the Disney Principled BRDF. If you are looking for a Shader built from the ground up you could check out Epic’s experimental Substrate material.
It's really a gift to us VFX people getting into unreal to have such an amazing Uber Shader. You are a legend for releasing this, thank you. ** I'd like Anisotropy across a surface of a creature, however the way the UVs are cut up, I can see the seams when applying Anisotropy. Is there a way to avoid seeing the seams using settings in the shader as opposed to redoing the UVs?
Anisotropy stretches the specular in the direction of the UVs. So if you have seams from UV shells you will see a change in direction. This is true for any renderer, not just UE. So I would expect you to see this in Maya or whatever offline rendering program you use as well?
You could change the UV seams, and also possibly paint a texture to control the tangent direction. This would take you down a long complex rabbit hole. However, for a creature, I would suggest taking a step back and asking what would cause anisotropic highlights and how would that be addressed in VFX? The only answer I can imagine is fur/hair causes these highlights, so I would add hair to the creature.
Do the models need to have UVs to work?
UVs are needed for textures.
Great job, will this be updated to work with the new Strata materials?
Yes definitely! I'm waiting for Strata/Substrate to come out of beta/experimental as there a few bugs in it currently, in particular around translucence and SSS
Does this work in UEFN?
Gosh that's an interesting question. I don't have Fortnite so I have not tested it. I think UEFN might not have the full functionality of materials in UE5. So probably not.
i am trying to adapt your uber shader to work with World alligned textures, so for my enviroment, i dont have to UV any single modular piece, could you help?
This would be a good place to start dev.epicgames.com/community/learning/courses/k6N/unreal-engine-creating-world-aligned-textures/5rp/world-aligned-textures-and-normals