An artist and beginner friendly approach to building 2D materials using the functions and examples provided in the UI Material Lab collection.
Part 3 is a collection of code snippets for interesting combinations of Material Functions from the UI Material Lab.
https://dev.epicgames.com/community/learning/tutorials/bXXJ/unreal-engine-intuitive-material-building-with-the-ui-material-lab-part-3
Hi,
ui material lab functions are fantastic, everything is there,I can’t think of any other nodes needed for my game, thank you.
I’m trying to recreate a circle storm shield like in Fortnite, unfortunately, I wasn’t able to achieve a square scaling effect like in your shaders
does Fortnite shield material use substrate?
what kind of noise will achieve the same scaling for squares?
Hey @kiranmaya , I’m really glad you’re linking the material lab!
From the screenshot it seems like your material is not a UI material?
The node GetUserInterfaceUV outputs the pixel size, which is then used to compensate the scaling of the UVs, so you can keep the same ratio regardless of the ratio of the object you’re rendering. But that node works only on UI materials, which is materials that are using the User Interface material domain, so for normal Surface materials, you won’t be able to keep the scale that way. Instead you’ll have to do it manually, so for example you can use the Scale function and adjust X and Y manually to achieve the ratio you want.
Hope that helps,
Irene
hi, sorry I posted the wrong reference screenshot before, What I am after is a checker (2d square shapes ) noise material function to be used in UI materials and surface materials for shields,
in Fortnite Shields and maps had some kind of checker noise, and the cube scaling effect is smooth, but I can’t achieve that kind of smoothness.
the below screenshot map had transparent cubes.
I’m using a noise texture for the square scaling effect,
when using the MF_UI_RANDOM node
in the below screenshots, each square’s width and height are different, and even the grid tile position is offset a little, how to achieve this?
Another question is. how do names string for locations, are those textures arrayed inside material or UI RichText ?