Unreal Engine 5 How to Create Realistic Glass Material | UE5 Complete Guide

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Unreal Engine 5 How to Create Realistic Glass Material | UE5 Complete Guide

Learn how to create a simple glass material with physically accurate glass refractions. Through this UE5 tutorial, you will find out how you can create a transparent material which would render out physically accurate glass refraction.

You will also be adding translucency with customisable color tint.

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Thanks all for checking it out :)

Link to YouTube Video: https://youtu.be/UY9nf6HEGIM

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👍︎︎ 1 👤︎︎ u/3DTudor 📅︎︎ Mar 31 2023 🗫︎ replies
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[Music] hey everyone luke here from 3d tutor today we're going to be creating a glass material for our objects within on religion 5. so for that let's get into the content drawer let's right click within the contents tab and create ourselves a material or glass let's just call it as a glass like so let's double click on it so before we're creating anything within it we'll firstly need to make some changes for the material itself for that let's go ahead and click on the material let's make sure this is selected and we'll want to use the details tab to change the blending mode to start off because right away we're not getting any of the opacity but by changing this to translucent we're going to be enabling the opacity for our material we'll also need to change the way our translucency is the lighting mode is volumetric non-directional we'll want to change this to surface translucency volume which will give us back the metallic and the roughness as well as our channels like so so now we're able to create a normal glass material using these channels so we need a tint color for our glass so let's start with the base color let's right click on our graph search for free so constant free vector like so will give you a constant for the color let's go ahead and right away connect to the base color then we can double click on it and for the base class i'd say we can use a greenish blue and like so let's make sure we have some brightness increased and let's say decrease the saturation around this type of a color the tint is honestly a custom it depends on what you're trying to achieve any type of tint that you like and for the metallic we'll want to create a constant value so for that we'll need to hold a number one on our keyboard and left mouse button which will give us a simple float value that we can change and let's go ahead and connect it to the metallic let's change the value for this to one since otherwise if we don't do this our glass is going to have a plasticky look and we don't want this to happen so that's the reason we're using a value of 1 for this even though it's not technically a metal and as for the roughness we're also going to change a value for it so let's hold let's hold one on our keyboard click on the graph and attach it change the value to one for opacity we're going to hold one attach the float value and change it to a value of 0.5 for now then for the refraction we'll need to use a certain values for it if we hold a letter l on our keyboard and left mouse button attach for the alpha we're going to be attaching a fresnel right click on a graph search for personal let's get this value within alpha like so and the first value for the lerp will be a default one default value of one changes to one so then for the b value it'll be a value of index of refraction let's firstly create a float value holding one clicking on a graph and attaching it like so according to unreal engine's documentation the refraction value for the glass is going to be 1.52 this will give us the most physically accurate class within unreal engine so let us go ahead and use this value in here 1.52 as it said now we're going to be attaching it to refraction like so we get this sort of result we could already use this material as is but the material we just made is something called master material and we can make an instance of it instead so we can change the parameters within the engine just to make our lives a little bit easier so for that we'll firstly convert some of the values up to parameters so base color we can right click convert it to parameter change the name of it to tint color and later roughness value we can right click on it convert to parameter change the name of it to roughness or opacity we'll do the same right click convert to parameter change it to opacity and we can even change the parameter for this as well just in case we need to use it so convert the parameter we can call this as index of refraction so o r like that and we can click control and s to save the file now that we're finished we can go ahead and close our graph for the material go back into our content drawer find ourselves the material we just made right click on it and create material instance for it like so we can double click on it we can tick on our boxes and make the changes that we like for example if the roughness value is a little bit too much we can lower the value to let's say a value of 0.8 and now we can apply this material onto our object so going back onto our glass instance material simply dragging it onto the objects like so there you go now we have ourselves a glass material ready to be used one thing to consider though is that if you're using a glass plane for example as a normal mesh it might not have the other side visible so if you want to fix that for objects that use planes for example like windows what you might want to do is go back onto your master material and enable yourself a two-sided material if you were to click on that then save the master material you're going to get yourself a glass with both sides rendered however what you notice is that other three-dimensional objects also render the insides of their volumes as well and you might want to make use out of that in certain cases but personally i try to avoid doing that myself as you're basically rendering the object twice and unnecessarily slowing down the performance if you have a look at it closely you'll notice that object is a little bit darker so if you are thinking about using it like so just remember to increase the opacity so the glass wouldn't be as dark yeah that's pretty much it guys if you enjoyed the video make sure to give it a like and subscribe to the channel for more amazing 3d tutorials we also do other content as well such as online courses 3d assets and pbr textures all links can be found in the description down below thanks for watching [Music] you
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Channel: 3DTudor
Views: 71,343
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Keywords: mesh, modifier, new, guide, lesson, youtube, 3D, 3dtudor, tutorial, how, create, best, top, number, one, asset, model, modelling, textures, materials, course, beginner, video, game, warcraft, eso, wow, warhammer, rendering, lighting, uv, unwrapping, material, texturing, low-poly, low, mobile, modifiers, prop, unreal engine 5, ue5, ue5 how to, unreal engine 5 how to, unreal engine 5 help, ue5 help, ue5 tutorial, unreal engine 5 tutorial, learn unreal engine 5, ue5 learn, ue5 glass, unreal engine 5 glass, game design
Id: UY9nf6HEGIM
Channel Id: undefined
Length: 8min 44sec (524 seconds)
Published: Tue May 24 2022
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