您在虚幻引擎5中学习材料的完整课程,欢迎来到我的完整虚幻引擎5材料课程的第4部分,这里是Udemy继第1部分-环境材质和第2部分-世界位置偏移的动画植物材质和第3部分-视觉效果材质之后,本课程着眼于后期处理材质-使用场景纹理为你的场景创建全屏效果。在4个小时的过程中,所有视频都被分解成10-15分钟的视频,我们涵盖了从基础的后期处理,场景纹理,基于深度的效果和完整的例子材料,如水下,夜视和风格化的手绘着色器。每章包含许多工作示例,充满了方便的评论,以及相应的视频讲座,详细解释了正在做什么和为什么-所以你正在学习技术和建立一个基础基本概念的背景知识,允许你在将来建立自己的着色器。根据我15年职业生涯中的行业标准实践,包括5年硕士学位水平的游戏艺术教学,本课程将涵盖后处理材料的各种用途-基础,场景深度,模糊和扭曲,材料效果,水下,夜视,Sobel边缘检测,假照明和风格化手绘效果。

由Thomas Harle创造
MP4 |视频:h264,1280×720 |语言:英语+中英文字幕(云桥CG资源站 机译)|课程时长:3小时42分钟

你会学到什么
了解虚幻5中后处理材料的行业标准最佳实践
了解场景纹理节点的不同组件以及可用的缓冲区
建立一个实时模糊和失真库,以复制真实世界的摄影效果
复制多个真实世界的效果,如水下和夜视着色器

要求
UE5材质编辑器的一些经验

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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