Archiwa tagu: Material

Stylized Material: Default Lit vs. Unlit

My latest update to the Advanced Stylized Material Pack is finally out. Introducing the new Default Lit version of the shader.

What’s the difference between the Default Lit and the Unlit version?

The key difference between the Default Lit and Unlit versions of the shader comes down to how they handle lighting. The Unlit version ignores all scene lighting, including point and spotlights, and doesn’t react to shadows or reflections—everything is controlled through emissive values, making it ideal for flat-shaded or stylized looks. In contrast, the Default Lit version fully supports dynamic lighting, meaning it interacts with light sources, receives shadows, and allows for normal maps, roughness, and metallic effects, giving it more of a PBR-style shading while still maintaining stylized control. This version provides more flexibility for blending stylized visuals with realistic lighting effects.

Distance Fields Ambient Occlusion in Stylized Materials

I’m excited to share a new video showcasing how to utilize Distance Fields AO with my Advanced Stylized Material in Unreal Engine 5. In this video, I explain how the 'fake shadow effect’ is controlled using Primitive Data through an easy-to-use BP widget. This effect is perfect for blending meshes seamlessly or adding extra detail and creative control to your stylized materials!

Cel-Shaded / Stylized Material in Unreal Engine

If you follow this blog or my YouTube channel, you probably know that I’m an advocate for all things procedural in Unreal Engine. Whether it’s 3D workflows, in-editor tools, or my favorite—procedural and easily customizable shaders—this approach brings me a lot of joy. Creating content this way allows for greater flexibility and easier testing of new ideas. As a tech artist, I want to explore new techniques and continually grow. The topic of stylized graphics is perfect for this.

Czytaj dalej Cel-Shaded / Stylized Material in Unreal Engine

Background Creator for Unreal Engine

As a 3D Generalist and Technical Artist, I often need to showcase scenes or assets like static meshes, skeletal meshes, and materials in Unreal Engine. My usual workflow involved rendering an object with an alpha mask and then adding a background or other elements to enhance the image. While it might not sound complicated, this process can be quite time-consuming, especially when preparing consistent images for a portfolio. I needed a more efficient, customizable, in-editor solution. So, I created an easy-to-use Blueprint that lets you create fully procedural, layered backgrounds in Unreal Engine using just post-process materials.

Czytaj dalej Background Creator for Unreal Engine

Pseudo realistic sand accumulation material

Introduction

In this article I’m going to show how to create realistically looking rocky surfaces covered with sand in Unreal Engine 4. Most basic approach is to linearly interpolate two textures based on some designer defined value(i.e.. vertex painting). While the effect looks acceptable in some cases, there are situations where simple blending breaks the realism. One such situation will occur when trying to mix sand with gravel or rocks.

Czytaj dalej Pseudo realistic sand accumulation material