Unreal Engine 4.8.3
Windows 10 Home
Using Fresnel in Your Unreal Engine Materials | Unreal Engine 5.3 Documentation
> Fresnel & Normal Maps
Under the following paragraph there are a set of four instructions.
“The Fresnel Material Expression can also be supplied with a Normal map that can affect the way the Fresnel is rendered. This is particularly useful if you want to use the Fresnel to display something like an energy shield on a Material but still have that Material look normal when the shield is not active. To achieve this using the Material above, the following things need to be done.”
First change the Base Color and Roughness to use the T_Brick_Clay_New_D texture from the Starter Content.
Next change the Normal input so that it uses T_Brick_Clay_New_N, which can also be found in the Starter Content.
Next search for a Transform Expression node in the Palette and add it to the Material graph. Make sure that it is set to transform from Tangent to World space.
Connect the old Normal map texture node into the input of the Transform node and connect its output into the Normal input on the Fresnel node and when completed, your Material should look something like this.
These instructions do not yield the results in the accompanying screenshot unless I change the “Translucency Lighting Mode” from “Volumetric Non Directional” to “Surface Translucency Volume”. Infact normals don’t seem to work at all on the base material normal input node, in the translucent blend mode, so long as the instructions to this point are followed exactly.
“Translucency Lighting Mode” appears to be set to “Volumetric Non Directional” by default.
I have updated the instructions as follows:
Start by Updating the “Translucency Lighting Mode” by changing it from “Volumetric Non Directional” to “Surface Translucency Volume”
Next change the Base Color and Roughness to use the T_Brick_Clay_New_D texture from the Starter Content.
Next change the Normal input so that it uses T_Brick_Clay_New_N, which can also be found in the Starter Content.
Next search for a Transform Expression node in the Palette and add it to the Material graph. Make sure that it is set to transform from Tangent to World space.
Connect the old Normal map texture node into the input of the Transform node and connect its output into the Normal input on the Fresnel node and when completed, your Material should look something like this.
Adding Detail Textures to Unreal Engine Materials | Unreal Engine 5.3 Documentation
> How to Use Detail Texturing in your Material
>> With The Detail Texturing Material Function
With all of the required Textures added to the Material Graph, it is (-now) time to add the Detail Texturing Material Function. To do this, first search in the Palette for Detail Texturing.
With the Detail Texturing Material Function (-now) added, it is (-now) time to start hooking the required inputs and outputs so the Material will work.
For this example, we are going to be using the T_Brick_Clay_Old Textures as our base Textures
and the T_Ground_Graveland T_Ground_Moss as our Detail Textures.
This means that the Diffuse and Normal maps for T_Brick_Clay_Old should go into the Diffuse and Normal inputs and the T_Ground_Gravel Diffuse and (+T_Ground_Moss) Normal maps should go into the Detail Diffuse and (+Detail) Normal inputs. When completed, your Material Graph should look like this.
Remember that the T_Ground_Gravel Diffuse and (+T_Ground_Moss) Normal map(-s) Texture Samplers need to be converted into Texture Objects or the Material will not work. For more information on how to do this, please refer to the Converting Texture Sample to Texture Objects section above.
Hi master_rigel,
I have made all of the edits that you have provided except the ones removing the “nows.” The reason for this is we are finalizing our Styles and Standards Guide and I was told to hold off on edits of that nature until that is complete. However, please continue to let us know when you spot our errors -Your input is both welcomed and appreciated!