Unreal 4 Tutorial: Advanced tron material #1

hey guys this is lurid and today we will recap the glow to material for the Unreal Engine 4 since the previous video was viewed and commented by a lot of people I got some advice from the viewers and specifically the guy with the or girl with the nick name that I will show in a minute helped a lot and now we will be able to develop more economic and smooth solution for the low that we want to achieve so we will remake the glow and make it more a more lightweight for the engine and it will generally look good so let's create a new material I already made a folder in my project and we will call this low hence for example yeah let's open it you go I use this kind of layout sorry for that because I have bigger screen and this is not the biggest screen I'm shooting the video but this one has 16 by 9 and 16 by 10 aspect ratio so I thought it would be comfortable for you guys okay let's go ahead and start straight off first of all we will not be using any textures whatsoever this is nice and the person who gave advice how to create this kind of version of low material is a lefty Knapp uvn or whatever I cannot sir I cannot pronounce it properly so we will be making the neutron material let's see first of all we will need a texture coordinate so let's just put it here okay now let me just make this one a little bit bigger okay so let's mask these so because if we extend this guy we will see not much right now but I hope it will compile in a while let's commence this by let's mess this by G for example so component mask by doesn't really matter and again let's extend this so you guys will more or less understand what I'm doing this little bit here and copy this base here and mask this by R so we switch the channel and in a minute it will show what what's there I don't know why it's compiling so slow it cannot be this hardware problem ok so what do we mask let's multiply this to get it more more contrasting gradients multiply by 0.5 and copying out paste note here you can start to see the result here um and yeah let's also extend this guy but let me put it here because it will be easy for you to see more space now let's just close the stats ok so here we go this doesn't look like this for some reason it's not compiled yet I think because I record using the CPU codec but never mind that so let now let's add a sign there the period can be left one no problem there ctrl-c ctrl-v okay now when we get to this point we'll have this kind of distribution of of the color I'm on the surface you will see it in a minute or well I can wait and let you see this or I can move on so let's move on distribution will be so that the white area will be in the center and the blacks will be going here to the edges and here it will be the same but because we took different channel we get distribution on different axis so let's just what we have to do is we use to one minus this separation and let's again extend this paste here I can show you why doesn't sir display I'll just call my task manager you will see that I have sorry % CP load which is really sad not hundred about 70 or 80 percent yeah you can see here now we won – its and then we have blacks here and white and a border and this is fine but of course what we really need is a lot of whites just in the border just in you know the edges so let's put a power there our and we want to play with this a little bit so I just put these guys a little bit maybe a sight because I want to play and you know be able to change it let's add this color parameter i I would call it edge sharpness but you know whatever whatever you think is proper here and why default let's put there like 30 not a big deal the thing is when you when you add scalar parameters to the material then you will be able to experiment with it later in the material instance editor so you might get it wrong in the first place but experimented here in this editor is pretty pretty expensive in terms of time because it's recompiles everything every time so now let's take a base in this exponent exponent exponent and then base from here again in this exponent make sure while you're here moving a little bit to the side now we have two channels so basically two borders and then what we can do is if we're not satisfied with the result we can substract more to get sharper or sharper borders or just the opposite of this at the bigger ones so let's add subtract now there right and subtraction again is a scalar parameter that we'll want to experiment with I will show you later what you can do with it so this will be H subtraction that's how I call it you can call differently and a good value there is something like 0.1 for me they can well be able to experiment like control C control V put this one here and from each of these you just subtract this one okay let's move again it to the left now when we have a D is going for us what I want to do is we want to line nearly interpolate between these two and this is this is a static operation here we do it not in real time adjust one time when we compile Nora no not welcome when we compile of course but all of these parameters they are they are static nothing nothing is changing so this was always look the same okay so then you want to multiply this by color which is up sorry which is your color of your material the two one there the edge is color so again a little put there like vector or a meter I think this will adjust color and by default let's add something like like this hey just add here and then at the end let's multiply this by glow again scalar parameter love strength and let's put that out there like 30 again it's up to you of course and its emissive and yes here we go now while this is compiling I will show you something if we go here window stats let's put this one here I think look at this zero text samples 46 slide instructions great so let's save this material let's hope I don't get any crashes here okay so really quickly we create material in slopes yes okay that works now now we can play so cool things here or she can change color that's not a big deal ah clothes strength works as you would imagine but now we get more subtraction we get more resharper edges and they always have this this smooth triangle with rounded edges which is which is nice again if you don't like this well you will have to find a different algorithm but the cool thing about this is that you can add more let me see if I can do it properly yeah if you play with these parameters you can get this kind of nice effect so this is totally different material here of course if you put it here on the on the sphere it will work that later on but the point here is that this is much cheaper version of the glow material and let's just go back with all the parameters here maybe here even 50 like that and this one looks significantly better I think and the quality doesn't degrade because it's there are no no texture used it's all over it's all about just you know calculating stuff on a fly and getting the images from there so thank you I love I love Tina pvn sorry if I pronounce your nickname wrong and this is the first part of the tutorial in the second part I will show you how to create a really really simple cycling of the colors so we will go through most of the colors when it will be cycling it will be cycling all in a in a material code so you won't walk in any blueprint to do this and so thanks for watching I hope you enjoyed it and learned something new and please like subscribe and yeah see you next time bye-bye

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