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  • Hello everyone in this tutorial I will show you how to make this fur material using parallax

  • occlusion mapping this was a request from blend space lab I might make a better one

  • later in the future so this is all I have right now.So to make this you need two textures

  • first one is the height and the second one is the texture.I made both of them in substance

  • designer this is the fluid noise texture you get from the noise

  • tab so you can get that from here .So this is the fluid one and this is the fur one so

  • I just increased the level a bit then blend them together and inputted them into the height

  • map and for the fur .I just used a gradient map and changed the color a bit and inputted

  • it into the base color then I exported it out and imported into the unreal engine .So

  • we are going to use parallax occlusion mapping to make this fur so the first thing you need

  • to do it create a material so for that right click and click on material .I will name this

  • fur underscore mat.then open it up then drag and drop the height texture then drag and

  • drop the fur texture we need to duplicate the height texture two

  • times now I will convert this to a texture object now we will right click and type in

  • parallax occlusion mapping so we get this node first we are going to input this into

  • the height map texture then we have to do something here so here you can see height

  • map channel since we have a grayscale image all the channels will be our height map except

  • the alpha so if I check blue you can see all of the channels have the same image because

  • we have a gray scale image so we need to input a vector 4 here so for that press and hold

  • 4 and connect it here so we can change either 1 for. We can give 1 for R or G or B to select

  • the channel which the height map is in. If we use Packed textures then the red channel

  • might have the height texture the blue channel might have the roughness map and the green

  • channel might have the ambient occlusion we are not using packed textures here. So R G

  • and B all have our height map so just give one to any one of them

  • now we need to create a couple of parameters .We need three so hold S and click I will

  • name these height ratio then I will Name this min-steps and I will name this max steps and

  • I will connect height ratio to height ratio and give it a default value of .2 and for

  • the min-step I will connect this to min step and give it a default value of 25 and now

  • I connect the max-step to the max-step and give it a default value of 120 I will show

  • you later what these three things do now we will give a texture coordinate so for that

  • press and hold U and click so we get this texture co-ordinate now press and hold M and

  • click so we get this multiply and connect this to the multiply and connect this to UVs

  • now we will create a new scalar so press and hold S and click so we get this scalar parameter

  • and I will name this tiling and I will give it a default value of one then I will connect

  • this to B now I will convert this to a texture object

  • .We need a normal map and I could create the normal map for the substance designer but

  • I decided not to I will show you a trick to create normal maps from the height map so

  • convert the height map texture to a texture object now right click and type in normal

  • from height map and connect this to height map t2d and we will duplicate this by press

  • control + W and connect this to the height map channel selector if we preview this we

  • can see the normal map I will connect this to the normal map and from here the pixel

  • depth offset goes to the pixel depth offset here and I will give roughness a value 0.9

  • so it is very rough now I am going to connect this parallax UVs to this and also to the

  • coordinate of our normal from height map then I will add a hue so right click and type

  • in hue so we get this hue shift connect the texture here and connect this to the base

  • color to we can change the color later so we need to add new parameter here so press

  • and hold S and click so we get this parameter and connect this here I will name this hue

  • then we need to add the rim lighting effect so for that we will use a fresnel node so

  • right click and type in fresnel and we will lerp press and hold L and click so we get

  • this lerp and connect the alpah to and connect this to the base color and connect this on

  • top and for B we will give a white color so press and hold 3 and click so we get this

  • three vector and I will convert this to a parameter and

  • I will call it rim color so we can change the color later.So I will give it value of

  • white then we need to control the this rim width or like this radius we need to create

  • a new parameter so press and hold S and click and connect this to exponent and I will name

  • this fresnel and I will give it a value of 15 so as you can see as I decrease the value

  • white color will move to the center and as I increase the value we have a very thin layer

  • of white color on the edge

  • so I think that all we need to do here So one thing you have to keep in mind is that

  • when we increase the tiling here this tiling also increases there is a way to fix that

  • I will show that in a future video.so click apply and save thenI will drag and drop a

  • sphere in then I will create a material instance so right click and create material instance.Apply

  • this to the sphere.So you can see the artifacts and if I press play the artifacts wont be

  • there .So you don't have to kind the artifact .So you can actaully change the paramters

  • so open it up and I wil give it a nice rim color. I will change the height ratio a bit

  • so as you can see it will get a bit longer it looks a bit longer you can also change

  • the tiling so you get finer fur and then you can play around with the max and min. To get

  • the look you want you can change the color by selecting the hue and changing it so you

  • can see artifacts in the editor but if I press play it won't be there .So this fur material

  • tends to do well on curved surfaces on flat surfaces there is some issue.I will try to

  • make a better fur material later.So this is all I have now I hope you enjoyed it .So thanks

  • for watching and subscribe for more videos like this.

Hello everyone in this tutorial I will show you how to make this fur material using parallax

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B1 中級 美國腔

虛幻引擎4] - 毛皮材料-教程 ([Unreal Engine 4] - Fur Material-Tutorial)

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    Amy.Lin 發佈於 2021 年 01 月 14 日
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