Chapter 9. Some Extra Useful Nodes
Unreal has many different and useful nodes, some of which we've already seen, while others are still left to be explored. It would probably be over-ambitious to try and cover them all, given the huge amount of nodes and functionalities at our fingertips. However accurate that might be, it's also true that the more nodes and examples we see, the better prepared we'll be when we are tasked with creating a new material. That being the case, we'll take a final look at some of the useful nodes that we haven't had the chance to explore so far that can be immensely helpful under certain circumstances.
In this chapter, we will cover the following recipes:
- Adding randomness to identical models
- Adding dirt to occluded areas
- Matching texture coordinates across multiple meshes
- Adjusting material complexity through quality switches
- Using interior cubemaps to texture the interior of a building
- Using fully procedural noise patterns