[Tutorial] Gradient Fresnel Shading for Cinematic Lighting in Unreal 4

Background During the Unreal 4 Beta I experimented a lot with materials, one of these experiments was inspired by Star Wars: The Old Republic’s cinematic character lighting presentation. I wondered how their ambient fresnel shading could be replicated in Unreal 4 and ended up with something that closely resembles the original shading results. After several […]

Custom Depth in Unreal Engine 4

Unreal Engine 4 introduced a new depth buffer along with their PBR rendering system. It’s called “Custom Depth” and can be used for effects like the selection outline that is built-in the Editor, rendering of occluded meshes or custom culling of transparency. I will discuss some of the basics of using this buffer in the material editor […]

Updated Mockup material for Unreal 4

A while back I posted about a mockup material that would auto-UV and pick a color based on the vertex normal. Today I’ve updated this material to include some of the WorldGridMaterial features that come built-in with Unreal 4. What this adds is a checkerbox with camera distance dependent subdivision. The color now Lerps between wall […]

UE4: Recreating Evolve’s outline post effect

This is a follow-up post. part one: [UE4: Outline Post Process] After watching the Evolve trailer I got inspired to update the outline effect I created during the Unreal 4 Beta. In Evolve the entire mesh is highlighted and all occluded parts have a translucent layer. Evolve’s Reference Result in Unreal 4   Update: Added download […]

Auto-UV & Color Block-out Material [Download Available]

To assist in rapid prototyping I’ve created a material that automatically aligns UVs based on world position and applies Color based on surface normal. Download: UE4_AutoAlignedMockupMaterial_v1 (22/05/2014) A download to the updated version of this material is available down below: More info on the update How does it work? The material consists of two main components. The first […]