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Unreal Engine 4 Shaders and Effects Cookbook

You're reading from   Unreal Engine 4 Shaders and Effects Cookbook Over 70 recipes for mastering post-processing effects and advanced shading techniques

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Product type Paperback
Published in May 2019
Publisher Packt
ISBN-13 9781789538540
Length 524 pages
Edition 1st Edition
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Authors (2):
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Brais Brenlla Ramos Brais Brenlla Ramos
Author Profile Icon Brais Brenlla Ramos
Brais Brenlla Ramos
John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (16) Chapters Close

Title Page
Copyright and Credits
About Packt
Contributors
Preface
1. Physically Based Rendering FREE CHAPTER 2. Post-Processing Effects 3. Opaque Materials and Texture Mapping 4. Translucent Materials and More 5. Beyond Traditional Material Uses 6. Advanced Material Techniques 7. Using Material Instances 8. Mobile Shaders and Material Optimization 9. Some Extra Useful Nodes 1. Other Books You May Enjoy Index

Using masks within a material


Welcome to the first recipe of this third chapter! I think this is a very important moment in our material-creation journey, as we are about to leave the introductory stuff aside in order to focus more on real assets. From now on, everything we do is really real and by that I mean that we are no longer talking about the possibilities or applications of what we are learning, but instead we are doing things that could be part of a real-life project. Hopefully, you'll start feeling like a pro, learning and applying specific techniques that are part of a 3D artist's daily workflow in UE4!

With that in mind, our first goal is going to be the replication of a complex material graph. This is going to be very helpful, as one of the most important steps is to actually decide how our materials should be set up. We'll do that for a small wooden toy tank, which is indicative of many different objects that we might want to texture in the future. We will also take a look at...

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