Good tutorial. I struggled a bit with the Emissive Tint portion because when I duplicated the Colors Tint, changing the properties of the duplicate also changed the original. I was able to fix it by changing the Group and the Name of the new duplicate Tint property.
Thank you for the tutorial!! Btw, your intro looks so dope!! It's so cool to see my college professor making professional knowledge into snappy youtube videos!!
It really depends on your goal. I teach this as a learning by "building from the ground up". Then, I show my class the Quixel Master Material which is even more complex and challenge them to edit the master material. If you want to show how to make it re-usable - you can either "migrate" the material, or use something like blueprintue.com/ to copy/paste nodes
At 11:23 you add a box with just a 0 in it to connect to your switch parameter as false. What is the shortcut you used to do this? Thanks for the great tutorial!
10:14 - When I duplicated the Tint Param, and then adjusted the colour of the new one, I found that the changes were also being applied to the original Tint. It's like the duplication has a reference link to the original for some reason? How can I stop this from happening, thanks.
Thanks for your time and effort! I was wondering about your courses on Edx. Are the beginner ones not accesible anymore? I would have loved to do them. :D The edx course page states: "The program is retiring soon." :/ EDIT: Hm. I guess the two courses that are allrdy retired are uploaded on your channel as "01 Unit V1-8" and "02 Unit V1-10"
LOL! Yes! You found them! I put them "unpublished" on my UA-cam. For people who really wanted to keep watching them. The course will retire because the edX courses had the UE4 interface. I built them as as part of a grant. I've been so busy doing Virtual Production and VR Eye tracking research - no time to do a UE5 overhaul ... yet... I might just do that eventually - it would be great to focus on making the content in them UE5 beautiful!
That's nice but how about creating master material for a scene which already has hundreds of materials without master? e.g. FBX import or direct import from another software such as Maya/Houdini.
Thanks for asking! Right now I'd take time to figure out several "best-case" masters. Then take time to translate the materials from the FBX. When I do Maya work, I do name the materials with the M_*NamingConvention*. It would be amazing if there was an easy way to create pipeline instantiations from imported content. I'll keep my eye out, and/or if you know of a workflow or a scripts for doing so, please let me know!
Am new to this. And just at the start you say hold 3 click That does nothing for me. So toke me awhile to find the correct constant3vector that was needed. How come my short cuts do not work for some and others do ?? would that be keyboard regional related ?
Tint is not considered the right jargon. Tint is only to add white, shade is to add black. Unreal also offers the workflow of na ORM (texture with 3 channels) that can be used to add metallic/occlusion and roughness.
I get what you're saying about tint. It's obviously more than that. RE: ORM - I have tutorials on texture packing. Sounds like you're beyond this level - This was an intro tutorial! ;-)
I've always wonder if u can have just one master material for all ur project (and if it's advisable). Theorically you would have only 1 draw call right?
Great question! I tried this when I was just getting started - I found more expensive materials that have transparency etc...can have their own. One strategy would be to have a low cost Master Material, then others with similar nature - vs - an "uber-all-master" - the longer explanation for this is that if you have a Master Material at a hight cost that instance caries some of the high cost with it even if the high cost elements are turned off. I haven't done a ton of comparison - but you can with the Material Analyzer: docs.unrealengine.com/5.0/en-US/unreal-engine-material-analyzer-tool/
If you're going to have need of something in your level like "rain is on everything" - then MPC is needed for your materials as well ua-cam.com/video/Jb2BH1YjGBA/v-deo.html
@@ShaunFoster I have read a bit on the forum and most people recommend to split in categories ur masters... foliage, translucent, clear coat, standar surfaces, and so on... Also using static switch avoid computing parts of the shader u don't need. Ty for pointing me in the right direction.
I'm really enjoying your tutorian, but I find myself having to rewind frequently, and felt like I could offer you some constructive feedback as a viewer, in hope that you can benefit from the perspective of someone like myself. I'm currently paused at 4:03. I'm trying to follow along, side by side with UE5. And at the stage where you say that we need to add an Append, I'm typing in the search, "Append" but I have many options in the list... Such as AppendVector... AppendMany...Append3Vector....Append4Vector etc. And I don't immediately know which to choose, because if you look at your video, it's extremely fast, and I cant quite see which one you pick. The one that appears in the BP is just titles "Append", and you don't narrate which one you choose. I wanted to give you this feedback, because you clearly have a lot of great information to share, and I find it rare to find great UE tutorials.... So for a beginner like myself, these little considerations for people like me, would be really helpful 😊😊 Correction: Actually you do say 'AppendVector' but really quietly, and only just noticed! lol... Forgive me, but I think the general message is to annunciate specific information and steps, and not just glance over it assuming that the viewer would already know that a specific step is really obvious. 😁😁 UPDATE: 9:28 - I've had to rewind here to figure out what on earth you're duplicating here?? "Ok, so lets set that up", and you dont say what you're doing... I've had to go over is several times, to figure out what's going on, and wanted to point this out to you, to help you see the difficulties I have as a viewer. But again, thank you for the content, and I hope this helps you too :)
I followed the same tutorial and can say that if the poster followed your advice, the video would be unwatchable. So the problem lies with you on this one.
cannot understand when you say the hotkeys, you should really show something visual what keys they are. I have no clue what the hotkey for the tint was. try listening to what you said 10 times... I give up.
@@ShaunFoster thanks, the 3 key I heard, but then you delete the node and say we need to use something else (and this part can not be heard). Anyways, I found another tutorial and the 3 vector node code be used, so I do not understand why you say in your video it could not?
@@zacherius137they're out there! I'd love to update mine - it was done right before UE5 came out - however if you think parts might be helpful - you can find the (Chapters) under my playlist area - also here is the syllabus - www.unrealengine.com/en-US/blog/teach-the-fundamentals-of-unreal-engine-and-virtual-production-download-your-free-syllabus (FYI - there are obvious gaps - given Lumen/Nanite, etc..) but lots of good info!
good question. While you could do it with 1x parameter, most people build it with 2, because then It gives you the ability to tile non-uniformly on U or V
This single video given much better knowledge than a certain course I bought.
Good tutorial. I struggled a bit with the Emissive Tint portion because when I duplicated the Colors Tint, changing the properties of the duplicate also changed the original. I was able to fix it by changing the Group and the Name of the new duplicate Tint property.
Absolutely excellent knowledge and tutorial. Thank you!
thank you very much. i can find it difficult to understand things because of how it's explained or shown, but i found this easy to understand.
@@offyourocker glad it helped!
This is Perfect as I use UEFN, now I don't need to keep creating multiple materials for each of my objects.
Thank you for the tutorial!! Btw, your intro looks so dope!! It's so cool to see my college professor making professional knowledge into snappy youtube videos!!
Thanks Yujia! Great to hear from you! Credit for the intro goes logo goes to Justine De Ruyck!
Thank you for this!!
Now that we have this great Master Material courtesy of you, how can we make it universally available by default when creating a new project?
It really depends on your goal. I teach this as a learning by "building from the ground up". Then, I show my class the Quixel Master Material which is even more complex and challenge them to edit the master material. If you want to show how to make it re-usable - you can either "migrate" the material, or use something like blueprintue.com/ to copy/paste nodes
At 11:23 you add a box with just a 0 in it to connect to your switch parameter as false. What is the shortcut you used to do this? Thanks for the great tutorial!
Hold the 1 key and click! Constant 1. For a scalar - hold S and click ;-)
very nice!
Great tutorial Shaun, thanks for this!
Thanks Hussin! Great meeting you today!
10:14 - When I duplicated the Tint Param, and then adjusted the colour of the new one, I found that the changes were also being applied to the original Tint. It's like the duplication has a reference link to the original for some reason?
How can I stop this from happening, thanks.
just change the group
im just a bit late
FYI - I just noticed as I was setting this up - Metal should be 0 at 4:30
Thanks for your time and effort!
I was wondering about your courses on Edx.
Are the beginner ones not accesible anymore?
I would have loved to do them. :D
The edx course page states: "The program is retiring soon." :/
EDIT: Hm. I guess the two courses that are allrdy retired are uploaded on your channel as "01 Unit V1-8" and "02 Unit V1-10"
LOL! Yes! You found them! I put them "unpublished" on my UA-cam. For people who really wanted to keep watching them. The course will retire because the edX courses had the UE4 interface. I built them as as part of a grant. I've been so busy doing Virtual Production and VR Eye tracking research - no time to do a UE5 overhaul ... yet... I might just do that eventually - it would be great to focus on making the content in them UE5 beautiful!
That's nice but how about creating master material for a scene which already has hundreds of materials without master? e.g. FBX import or direct import from another software such as Maya/Houdini.
Thanks for asking! Right now I'd take time to figure out several "best-case" masters. Then take time to translate the materials from the FBX. When I do Maya work, I do name the materials with the M_*NamingConvention*. It would be amazing if there was an easy way to create pipeline instantiations from imported content. I'll keep my eye out, and/or if you know of a workflow or a scripts for doing so, please let me know!
Great tute
Am new to this.
And just at the start you say hold 3 click
That does nothing for me.
So toke me awhile to find the correct constant3vector that was needed.
How come my short cuts do not work for some and others do ??
would that be keyboard regional related ?
Glad you found the hot keys! You can set any that you want ua-cam.com/video/MZroBsORE0k/v-deo.htmlsi=-gBO34rWsK2nYqNV
Tint is not considered the right jargon. Tint is only to add white, shade is to add black. Unreal also offers the workflow of na ORM (texture with 3 channels) that can be used to add metallic/occlusion and roughness.
I get what you're saying about tint. It's obviously more than that. RE: ORM - I have tutorials on texture packing. Sounds like you're beyond this level - This was an intro tutorial! ;-)
Good stuff Shaun!
Thanks Mitch!
DOPE!!!! TNXXXX!
I've always wonder if u can have just one master material for all ur project (and if it's advisable). Theorically you would have only 1 draw call right?
Great question! I tried this when I was just getting started - I found more expensive materials that have transparency etc...can have their own. One strategy would be to have a low cost Master Material, then others with similar nature - vs - an "uber-all-master" - the longer explanation for this is that if you have a Master Material at a hight cost that instance caries some of the high cost with it even if the high cost elements are turned off. I haven't done a ton of comparison - but you can with the Material Analyzer: docs.unrealengine.com/5.0/en-US/unreal-engine-material-analyzer-tool/
If you're going to have need of something in your level like "rain is on everything" - then MPC is needed for your materials as well ua-cam.com/video/Jb2BH1YjGBA/v-deo.html
@@ShaunFoster I have read a bit on the forum and most people recommend to split in categories ur masters... foliage, translucent, clear coat, standar surfaces, and so on... Also using static switch avoid computing parts of the shader u don't need. Ty for pointing me in the right direction.
Awesome video man. Thanks for the tips
Nice.
Please Replay,
can I watch this using UE4 ? My potato PC can't run UE5
How much different UE5 Material system is compare to UE4 ?
You can use this with UE4.
I'm really enjoying your tutorian, but I find myself having to rewind frequently, and felt like I could offer you some constructive feedback as a viewer, in hope that you can benefit from the perspective of someone like myself.
I'm currently paused at 4:03. I'm trying to follow along, side by side with UE5. And at the stage where you say that we need to add an Append, I'm typing in the search, "Append" but I have many options in the list... Such as AppendVector... AppendMany...Append3Vector....Append4Vector etc.
And I don't immediately know which to choose, because if you look at your video, it's extremely fast, and I cant quite see which one you pick. The one that appears in the BP is just titles "Append", and you don't narrate which one you choose.
I wanted to give you this feedback, because you clearly have a lot of great information to share, and I find it rare to find great UE tutorials.... So for a beginner like myself, these little considerations for people like me, would be really helpful 😊😊
Correction: Actually you do say 'AppendVector' but really quietly, and only just noticed! lol... Forgive me, but I think the general message is to annunciate specific information and steps, and not just glance over it assuming that the viewer would already know that a specific step is really obvious. 😁😁
UPDATE: 9:28 - I've had to rewind here to figure out what on earth you're duplicating here?? "Ok, so lets set that up", and you dont say what you're doing... I've had to go over is several times, to figure out what's going on, and wanted to point this out to you, to help you see the difficulties I have as a viewer. But again, thank you for the content, and I hope this helps you too :)
I followed the same tutorial and can say that if the poster followed your advice, the video would be unwatchable. So the problem lies with you on this one.
cannot understand when you say the hotkeys, you should really show something visual what keys they are. I have no clue what the hotkey for the tint was. try listening to what you said 10 times... I give up.
I often display key presses and will make sure to do so next time! If you turn on CC close captioning - (it showed it was the 3 key...)
@@ShaunFoster thanks, the 3 key I heard, but then you delete the node and say we need to use something else (and this part can not be heard). Anyways, I found another tutorial and the 3 vector node code be used, so I do not understand why you say in your video it could not?
You call this basics?!?!?! HAHAHAHAHAHAHAHAHAHAHA. New to UE5 and nodes, but you lost me 3 seconds in.
It takes time- I have a whole into course (free) if you’re interested
@@ShaunFoster Man, I would pay for a solid introductory course to UE5!
@@zacherius137they're out there! I'd love to update mine - it was done right before UE5 came out - however if you think parts might be helpful - you can find the (Chapters) under my playlist area - also here is the syllabus - www.unrealengine.com/en-US/blog/teach-the-fundamentals-of-unreal-engine-and-virtual-production-download-your-free-syllabus (FYI - there are obvious gaps - given Lumen/Nanite, etc..) but lots of good info!
@@ShaunFoster Thanks a million for your time to inform me, really appreciate it. Imma go check your playlist out now.
why are you using two separate tile scaling parameters, one for u and one for v? You just need the one parameter
good question. While you could do it with 1x parameter, most people build it with 2, because then It gives you the ability to tile non-uniformly on U or V
@@ShaunFoster that makes sense thanks