I was familiar with what materials and shaders did before this task, however I had never used them in Unreal Engine.
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The first step to creating a material in Unreal is, well, by creating it. It is good practice to start the name of your materials with the letter “M” – to indicate that it is in fact a material.
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I had never used Unreal’s material editor prior to this and so when I had followed all of the instructions to only end up having a material that was completely black, I started to panic. Luckily, it didn’t take me long to realise that the base colour input was black, hence why none of the values effected the material.
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Once I had figured that out, I was surprised at how easy it was to create realistic looking materials. I started by creating a shiny metal material. I achieved this by setting the metallic value to 1 and the roughness to 0.
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This is what the material looks like when applied to a cube. As you can see, the cube has a reflection of the chair on the right hand side, showing how shiny the material is.
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The next material I wanted to make was a neon material. I was having trouble making the material neon as when the emissive colour value is increased, whilst it does create a bright effect, it goes completely white. Using a tutorial, I learnt that to counter this, a multiply node is used.
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Here is what the neon light material looks like when applied to objects.
Overall, this task was very useful in learning how to use the material editor. I learnt some shortcuts (such as 1+LMC and 3+LMC) as well as what the multiply function is used for.
Reference List:
breadcola (2021) how to create neon lights in unreal engine 4 (or 5) [Video]. Available online: https://www.youtube.com/watch?v=IunFojAhr3E [Accessed 28/03/2022].