UE4 Material Tutorials - Crystal Effect

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hey guys and welcome to my first ever unreal tutorial this tutorial by a lot of requests I'm gonna do torn how I made this crystal shader here stroke this over basically it's customized both the colors of it you can change the like parallax offset job be going into more detail about the emission like dark and then the shell of the crystal to give it like this outline I did have to bake this texture separately in substance paint for the edges but anyways I'll include all these textures you know forward a few guys yeah let's get on to making the material so training material crystal here start by saying up the basic stuff okay my hotkeys I'm looking so just get to constant threes for the color and what we're gonna do is just love them with a texture just my love my keys I'm working I'll get a and D both two parameters so you can edit in this one color cute there you go the Alpha I'm gonna do bring in the crystal base color one here and get any old channel red channel plug into here also gonna do is do another look for the mission sorry I'm gonna get this color and multiply get this color multiply add two constants for the just the emissive amount both the colors to be a lot quicker if maitakes workings but just let that put into the emission can add some more constants just with a specular metallic the roughness she was just metallic zero point play that get it set up on some message meshes so we can preview it I've got cube and the sphere we're gonna preview on grain instant just called or whatever drag these on and you'll see look nothing nothing like crystal because we haven't done the main parts yet it makes a little huh so there you go that's one of the time now what's up your so what we need to do right the magic in this whole crystal effect is something called bomb offset which basically creates a parallax effect takes in a height map how strong you want the height fact to work what we're gonna use for the height map is also the base color again let's drag that in put that in the height put constant in height ratio apply this and I'll show you what this looks like now look a lot different so much difference we've got this see wonders team where the texture is like one wall times the height by this height ratio great it's kind of weird like yeah the parallax effect in there in the cube looks like it's going like into the cube of quite nice if we turn the emissive man up a bit here see there you go also do quickly add our normal map in here plug up to the normal there apply this make it look a lot nicer right so you can see that normal map starting to take effect so that's pretty much crystal look it's that easy few tweaking around the things to get it how you want to look but now we will add the shell of it which takes in a grunge so you can use any sort of noise map you want for this I've just added a few so this whirly the noise texture and crystal erosion ones you can use basically this what you want to do is one so okay I'm gonna add constant this this constant will be a parameter that controls how much how much how much show you actually want it's like an erosion pretty much say saturate it so it doesn't go above one here and the emissive emission I did multiply one minus this this basically means anything that's one that comes out of here one minus one is zero so x the buzzer is there's no mission on the shell that's pretty much what it does kept the specular the same here in our height ratio so you've got this high ratio also not like the high ratio by one minus this means there's kind of no depth effect the shell is only within the crystal and yeah that's small that looks like quickly so oh yeah so it does work as you can see kind of creatures kind of cool that whirly one kind of cool effect that it doesn't tile vote out them soap on it appreciate on the sphere but what I did forget is also lurked I did another look here between the base color this is kind of pointless because you can just add um no it's an oozing point of someone so you can just add love this plug-in the newer texture thing this will make it one color on the shell and also you won't see that get effect as much as we will see here so as you can see where there is see it's just a normal shell now and now what you can do is add a bit of metallic so you five talents enter again take the input fatter the noise that we have saturated and plug that a metallic and yeah should be fun wait for it to compile there you go it's a bit more of a metallic structure of course it will look better on your own message meshes like this and with the edge filter looks a lot nicer but that is pretty much the effect very cheap very thin it's not that expensive shader the bump offsets a bit expensive but it's not as expensive as you might think yeah I've enjoyed the guys if you did please leave a like and subscribe not we make more in future Cheers
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Channel: RamminusUE4
Views: 9,758
Rating: undefined out of 5
Keywords: UE4, Material, Effects, crystal, Game, Assets, Unreal, Engine, FX, Visual
Id: L_BuoIB_cMk
Channel Id: undefined
Length: 11min 37sec (697 seconds)
Published: Fri Mar 22 2019
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