From the course: Unreal Engine: Materials for Architectural Visualization

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Adding flexibility to our materials

Adding flexibility to our materials - Unreal Engine Tutorial

From the course: Unreal Engine: Materials for Architectural Visualization

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Adding flexibility to our materials

- [Instructor] When it comes to creating materials for use in ArchViz Projects, we will most likely want to build flexibility into them as this is one of the key strengths of using Substance Designer. Doing so, we'll obviously expand the number of situations in which we can utilize the material, as well as the number of times that we can use it on a given project. A couple of good tools that can be used for this are blend nodes, that we can expose opacity values on, or even mask inputs themselves, as they essentially allow to turn details in a material both on and off. Indeed, if we click the blend node in our diffuse flow here, we can see that the opacity value has been exposed. This means that we can come to the explorer panel, click on the graph name, and then scroll down the options and preview the exposed parameters, which gives us the ability to essentially turn off the dirt detail via the opacity slider, or at least make them more subdued, if that is what we prefer. And of…

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