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Amazingly helpful. I have one question though, in my Material Layers I have a few parameters, from my material Instance all the parameters work just fine EXCEPT for constants. I don't even have the option to change any of my constant parameters. Why is this?
Thank you so much. To the point, no unnecessary chatter, but when you realize there is something more to tell, you do. Good video! And I like the clear voice and the speed.
Anyone know why hasn't Layered Materials gained more popularity? So few people have ever talked about it years later. Not even a single item on the store selling some nice premade list of 'pre-made blends' or something? The only thing I can think of, is that the name of the feature is awful and overlapping with several other unrelated features.
Is it still good for Lumen? I found out that indirectional light is very bad for performance when you use Lumen instead of static lightning. Is there any better method or I should just switch to statick lightning in this case?
Noooooo you don't place the captures at the character's view height. It only worked here b/c it's the same as the window's height, which is what you really want. If you want a window to reflect what it "sees", then you have to put the capture *right at the window*. Then the parallaxing of the bench reflection will disappear, and you won't get those inaccurate distortions. Imagine if the character leans on the window sill looking out - the reflection would have the back of his head in it. This is probably old-school game production where you couldn't use as many as you wanted.
is there a way to me to get a specific layer of the Material Attribute Layers into a node(of type MA)? just like the GetMaterialAtributes node but only a single layer
Hi Ryan thank you very much for sharing ur knoledge. One quick question I would like to reproduce something like this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YDFElKTs-Qk.html for my characters in UE5, following this steps is more than enought, right? I guess later is just a matter of adding an Studio Scene HDRI? or there is something else that needs to be done for having a lig-rig lookdev scene like that? Thank you very much!
Yes, this process will work in UE5. Be sure to use Lumen and set your Skylight to "movable" with the "Use Specified HDR" option. Adjust the intensity and indirect illumination parameters for your final look. Also, a secondary method that's super easy is to use the HDRI Sky Plugin (ships with UE5). That'll basically reproduce the same effect as in the video you linked! Cheers.
Thank you very much for your answer!! I really appreciate it (I was wondering if you maybe would see it since this video is from 4 years ago)@@ThatRyanManning I will try it!
I dont know if this is correct. 3 lux would be night, just above moon light. Such a sunny day should be more like 120.000 lux. The exposure you set to less than 1 but this is also nearly night, a sunny day like this should be 13-16.
God tier tutorial, amazing. I'm massively late to the part but yeah, thank you for this. I don't know how much has changed by now with this setup but i'm going to run with this see how I get on!
Baked lighting is still a thing...even with Lumen. Baked lighting is far more performant than realtime. There are situations (such as limited hardware or platforms) that necessitate you should use baked lighting.
@@Kromm3D Agreed, Lumen is a wonderful thing but I still think there is value in learning how to use bake lighting. Maybe/hopefully there will be a point in which Lumen can be used all the time (assuming hardware gets to that point) but we are not there yet.
Thanks for sharing your folder structure. Do you know if it's possible to create a "master folder" containing all standard assets (outside of the UE project folder structure) that are never changed and then reference them in different Unreal projects so they aren't duplicated for each project? This would be for Arch Viz purposes. Totally understand this is not a good practice for game design. I also thought about having all my design project as separate levels in one Unreal project but that sounds like it would get messy
Thanks for this Great Tip! Could you upload and provide other links to download these tools? Please! 🙏🙏Because the original links posted don't work anymore 😭
Can you blend 2 actual materials somehow? Like I want to hide a wall and smoothly blend to a wireframe material but without duplicate meshes. When it's obstructing the view and I took the pixelnormal projected to 0,0,1 and normalized, the pawnlocation - pixelworldposition also normalized and plugged their dot product into my dither alpha node. Tweaked it so the transition is between 0 and 0.1 making it very nice but I want to show the wireframe of the wall when it is see through.
Consider setting the desktop resolution (or the capture window area size) to 1920x1080 before you start recording. Because the text is too small! I can't see shit! ☹ God forbid someone watch this on a phone or even a tablet. Otherwise it's an okay video.
Usually I've been using screen space reflexions but I've wanted to try out something different. The problem is,sphere reflexions or cube reflexions don't seem to work properly. In the video you drag a sphere reflexion into the scene,build it and boom you have nice reflexions in the scene. If I do that I can barely notice the reflexions,everything has a really dark blue tone and the only way to notice the reflexions is to look very very closely. Any idea on what I'm doing wrong?
I watched the whole thing just to see what "Global force mip levels" does and you spent time explaining simple shit like how the interface zoom works but then you just ignored that one that is least self explanatory lol
Thanks for showing how to do this outside of the editor too. I was so confused on how to add multiple plugins. I didn't realize there had to be a comma after the curly bracket. Thank you Ryan.
Thanks. I'm looking for a Blender Asset Browser style organizer. Is there anything in Unreal like that? I have so many packs in my library but its impossible to find things. I know there's a great door somewhere. Is in this one? No. This one? You can spend an hours opening and closing projects. I want to be able to put all the doors (or whatever) from all the various packs in one place and just migrate from wherever it is into the current new project. Anything like that exist?
- If you're using raytracing, you don't need to use refection captures - Reflection Captures are good for performance improvement - Reflection Captures could be overlapped, you can put the reflection capture at a specific place that you want to have an accurate reflection result