16.10.2023 – Modelling mode and Material
Week 3 – Basic tools in modelling mode and basic structure of Material
Modelling tools
You should press Accept button after you adjust the settings in modelling tools.

- Pattern: duplicate object formed pattern(the transform does not affect to the result so you have to adjust it with Lattice tool).

- Lattice: You can deform objects with a box(it is similar function to Maya).
- There are more functions in Modelling tools, I believe that many of them are similar to Maya such as MshBool(Boolean).
Material
Unreal produces node and math based material system. It works in 0~1 scale, meaning that 1=100%=white.
RGB code > 1,0,0 = Red / 0,1,0 = Blue
Basic Nodes(Expressions)
Can find more here: https://docs.unrealengine.com/5.1/en-US/unreal-engine-material-expressions-reference/
- Multiply: takes two inputs, multiplies them together, and outputs the result.
- LinearInterpolate(Lerp): blends between two input value(s) based on a third input value used as a mask.
- Add: takes two inputs, adds them together, and outputs the result.
- Clamp: takes in value(s) and constrains them to a specified range, defined by a minimum and maximum value.
- AppendVector: enables you to combine channels together to create a vector with more channels than the original. It can reorder the channels within a single texture or for combining multiple grayscale textures into one RGB color texture.
- Divide: takes two inputs, divides the first input by the second, and outputs the result.
- Subtract: takes in two inputs, subtracts the second input from the first, and outputs the difference.
- Constant: outputs a single float value.
- ConstantVector: outputs a two~four-channel vector value.(2:R,G, 3:R,G,B, 4:R,G,B,A) – Shortcut: number1~4+Left mouse
- Texture sample: outputs the color value(s) from a texture.
- TextureCoordinate(TexCoord): outputs UV texture coordinates in the form of a two-channel vector value allowing materials to use different UV channels, specify tiling, and otherwise operate on the UVs of a mesh.
PBR Workflow

Unreal uses Physically Based Rendering(PBR) system, it combines materials, lighting and exposure. It means that materials closely approximate the way surfaces interact with light in the real world.(The PBR Guide: https://creativecloud.adobe.com/learn/substance-3d-designer/web/the-pbr-guide-part-1?locale=en)
Unreal uses PBR metallic/roughness workflow.
- Roughness: white is rough(1), black is shiny(0)
- Metallic: black is metal(1), white is plastic(0)
Sample of a material structure

