Unreal Engine: Materials Fundamentals
This one-day hands-on workshop covers the basics of using materials in the Unreal Engine 5.
Materials are the "paint" of the surface of the objects in a scene. Through the correct handling and use of materials, photorealistic surfaces can be simulated. With the standardized PBR workflow (Physically Based Rendering) of the Unreal Engine, everything follows a structured and comprehensible system. The goal of the seminar is to gain a basic understanding of the handling, use and technology of materials in the Unreal Engine.
Course Content
What are materials in the Unreal Engine 5
What is PBR (Physically Based Rendering)?
The PBR workflow in the Unreal Engine
Introduction to the Unreal Engine's node-based material editor
Working with values, functions and textures
Exploring material settings
Texture formats, compression settings, mip maps
Introduction to master materials and material instances
Creating our first master material with textures
Texture coordinates & UV basics
Adding parameters to create variations (material instances) of the master material
Handling material assets and texture assets in the Unreal Engine Content Browser
Creating a translucent glass master material
Fresnel, Translucency Shading & Refraction
Overview of performance costs of materials, optimization possibilities as well as Dos & Don'ts
Creation of a Cloth material
Introduction to Megascan's Quixel Bridge for using realistic photo-scanned materials
Sneak Peak: What else is possible with materials? (Materials Advanced)
Bonus: Tips & tricks and practical shortcuts
Additional information
Who this course is for
Designers, Digital Artists, 3D Graphic Artists, Designers, Marketing Managers
Prerequisites
Solid basic knowledge of Unreal Engine 5 is required, at best you have already attended the basic training. Basics in 3D, Shading & Rendering
Required Material
A computer with two displays, a webcam and audio as well as a stable internet connection with a capacity of 10 Mbps or more are required for participation.