
欢迎来到 Udemy 上我的完整虚幻引擎 5 材质课程的第 4 部分。继第 1 部分 – 环境材质和第 2 部分 – 具有世界位置偏移的动画树叶材质和第 3 部分 – 视觉效果材质之后,本课程着眼于后期处理材质 – 使用场景纹理为场景创建全屏效果。在 4 小时的课程中,所有内容都分为 10-15 分钟的视频,我们涵盖了从后期处理、场景纹理、基于深度的效果的基础知识以及水下、夜视和风格化手绘等完整示例材质的所有内容着色器。每章都包含许多实例,充满了方便的注释,以及相应的视频讲座,详细解释了正在做什么以及为什么 – 因此您既学习了技术,又建立了基础 第一个主要概念的背景知识,使您能够在将来构建自己的着色器。凭借我 15 年职业生涯中的行业标准实践,包括 5 年的硕士学位教学游戏艺术,本课程将涵盖后期处理材质的各种用途 – 基础知识、场景深度、模糊和扭曲、材质效果、水下、夜视、索贝尔边缘检测、假照明和风格化手绘效果。
Published 9/2023
Created by Thomas Harle
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 25 Lectures ( 3h 42m ) | Size: 4.31 GB
Your complete course for learning Materials in Unreal Engine 5
What you’ll learn
Learn industry standard best practices for Post Process Materials in Unreal 5
Understand the different components of the Scene Texture node and what buffers are available
Build up a library of Realtime Blurs and Distortions to replicate real world photography effects
Replicate multiple real world effects, such as Underwater and Night Vision shaders
Requirements
Some Experience of the Unreal 5 Material Editor
Description
Welcome to Part 4 of my complete Unreal Engine 5 Materials Course, here on Udemy. Following on from Part 1 – Environmental Materials and Part 2 – Animated Foliage Materials with World Position Offset and Part 3 – Visual Effects Materials, this course looks at Post Process Materials – using Scene Textures to create full screen effects for your scenes. Over the course of 4 hours, all broken down into bite size 10-15 min videos, we cover everything from the basics of Post Process, Scene Textures, Depth based Effects and full example Materials for things like Underwater, Night Vision and Stylised Hand Drawn shaders. Each chapter contains many worked examples, full of handy comments, as well as a corresponding video lecture that explains in detail what is being done and why – so you’re learning both the techniques and building up a base of background knowledge of first principal concepts, allowing you to build up your own shaders in future. With industry standard practices from my 15 year career, including 5 years of teaching Game Art at a Masters Degree level, this course will cover various uses of Post Process Materials – Basics, Scene Depth, Blurs and Distortions, Material Effects, Underwater, Night Vision, Sobel Edge Detection, Fake Lighting and Stylised Hand Drawn effects.
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