Unreal Engine Blueprints - Pt.13: Setting Up Color
This video goes over how to add color to our abstract popcorn.
2020-11-19 08:02:01 +0000 UTC View Post
This video goes over how to add color to our abstract popcorn.
2020-11-19 08:02:01 +0000 UTC View Post
Let's add some randomness to our setup.
2020-11-19 08:01:02 +0000 UTC View Post
Before we dive deeper into Blueprints, let's take a quick refresher about variables.
2020-11-19 08:00:04 +0000 UTC View Post
A quick recap of what we did so far & Setting up an infinite loop.
2020-11-12 08:09:59 +0000 UTC View Post
We're starting to lay down our first few nodes in our Blueprint.
2020-11-12 08:09:00 +0000 UTC View Post
What does the general scene we're gonna build look like?
2020-11-12 08:07:59 +0000 UTC View Post
Events form the backbone of Blueprints. Here's what they are and how to use them.
2020-11-12 08:07:00 +0000 UTC View Post
Building on the Actor concept we touched in our Unreal Engine Quickstart course, we create a Blueprint Actor.
2020-11-12 08:05:59 +0000 UTC View Post
What is that annoying sphere in the viewport and how do you get rid of it?
2020-11-12 08:04:59 +0000 UTC View Post
How to set up a well defined camera.
2020-11-12 08:04:00 +0000 UTC View Post
Matthias takes you through building your first Blueprint.
2020-11-12 08:02:59 +0000 UTC View Post
EDIT: Scene File Download In Pt.3
In this video, Matthias takes you through the steps necessary to set up basic physics in Unreal Engine.
EDIT: Scene File Download In Pt.3
Matthias Winckelmann promised he’d dive deeper into Unreal Engine. And sometimes we keep our promises.
In this course, Matthias takes you through the basics to set up your very first project using blueprints, Unreal Engine’s node based scripting environment. Mix in a bit of physics and you’ve got yourself a neat abstract flock of geometry bouncing around on your basketball(ish) court.
2020-11-12 08:01:00 +0000 UTC View Post
In part two of our PDG course, Chris takes you through the ins and outs of setting up wedging. You'll learn how to automatically generate multiple variations of any setup you built in SOPs.
2020-11-05 08:29:18 +0000 UTC View Post
It happened – we finally found a brave guy who agreed to take us through the ins & outs of using PDG in a small studio/freelance environment. Meet Chris Kopic! You might know him from his guest tutorial – turns out he’s not only into simulations and rendering but also into automatization and parallelizati...
2020-10-29 09:12:44 +0000 UTC View PostEDIT 2: Our website now should be back working as expected too.
EDIT: The accessibility issues on our posts here should be fixed by now (nevertheless let us know if you encounter any funnies) .
Ah - the pleasures of running websites and Patreon.
So here's what I think happened: Patreon now allows subscribers to chose which currency they'd like to pledge in. IMHO Patreon sadly forgot that in order to grant a subscriber access to certain posts, it internally checks...
2020-10-18 09:39:14 +0000 UTC View Post
This second part of the Particle Rain tutorial deals with rendering the particles and the floor with Redshift. We build a floor shader that uses the wetmap we generated last time and instance a raindrop model on the particles.
Sound: Rain, Moderate, C.wav" by InspectorJ (jshaw.co.uk) of Freesound.org
HDR map: 2020-10-08 19:44:11 +0000 UTC View Post
While still being cautious about the use of Solaris for commercial projects, there's one interesting use case - lighting highgly reflective objects. Solaris makes this a breeze by offering a specular placement mode for lights.
In this tutorial, Mo explores using Solaris and Redshift's current beta to light an old school iPad 2.
This is the iPad 3D model used: https://www.blendswap.com/blend/6...
2020-09-24 07:31:00 +0000 UTC View Post
Physically Based Rendering has been a go-to technique for quite some time now. But what exactly is PBR and why is it important? Manuel sheds some lights on PBR in this tutorial by looking at the physics of light and matter interactions. We learn what physical behaviors of light PBR tries to model and how this helps an artist to save time and effort.
2020-09-23 13:15:39 +0000 UTC View Post
Although not exactly contemporary, high key lighting is one of the eternal basics in studio lighting. Deceptively simple looking, it poses challenges in creating definition on your subject while maintaining a bright background and keeping your exposure balanced.
In this video Mo builds a high key studio lighting setup, showing a neat trick on how to achieve a seamless background without compositing.
Download Project Files: 2020-09-04 07:17:02 +0000 UTC View Post
Mo continues exploring popular lighting techniques with two slightly more complex setups – this time including a background! (Still blatantly “inspired” by Man vs. Machine and SixnFive).
Download Project File...
Mo sets up and renders four styles of very popular yet very simple lighting setups. (Some of which are blatantly "inspired" by Man vs. Machine and SixnFive)
Download Project File: http://www.entagma.com/downloads/Rendering101_pt_26_Popular_Lighting_Styles.zip
2020-08-20 07:49:29 +0000 UTC View Post
Another one of those dreaded topics, but actually a quite useful one: AOVs. Or Render passes. Or "those nasty buggers I always forget how to set up". In order to help you (and Mo) remember how to use Redshift's AOVs, we recorded this quick video.
2020-08-06 07:00:04 +0000 UTC View Post
Usually I’m not massively into Non-Photorealistic Rendering (NPR), but Dan McPharlin’s style got me inspired to try and build a shader that imitates this particular style. Stylistically it’s between McPharlin, Planète sauvage and Roger Dean.
...
2020-07-24 06:24:18 +0000 UTC View Post
Edit: As David rightfully pointed out, the RSColorLayer-Node offers all kinds of blend nodes. That's what I get for being thick-headed. So take my ramblings about blend nodes as weird entertainment rather than as justified critique.
Wood shading can pose it's own set of challenges, especially when working on larger areas such as wooden flooring. Procedural shading can come in handy to avoid tiling effects and allow for memory efficient rendering, as we're not using any bitmap textures.<...
2020-07-09 12:15:21 +0000 UTC View Post
As a follow up to last week’s tutorial we’re gonna cover working with RS proxies in this one. Sometimes this can make the crucial difference when rendering heavy scenes. However the workflow is a tad bit more involved than standard instancing.
2020-07-02 07:39:58 +0000 UTC View Post
I’m aware we touched on the subject before. Yet redshift evolved a bit since this video had been recorded, so here’s an updated version of instancing (and a microscopic bit of shading said instances) in Redshift.
Be warned though that we’re not gonna go over how the video’s artwork has been created. The scene file is in the download,...
2020-06-25 06:56:14 +0000 UTC View Post
If it isn't obvious, color spaces and color systems are a topic most dreaded by Mo. Nevertheless in this video he goes over how color spaces are defined, how and why we define color systems in a horseshoe diagram and the basics of using ACES in Houdini and Redshift.
2020-06-18 11:54:00 +0000 UTC View Post
Maybe not necessary the most fun topic in the realm of rendering but a useful one – why do we still bother with irradiance caching or irradiance point clouds?
In this tutorial Mo goes over “that other” GI engine offered by Redshift and some of its advantages and challenges.
2020-06-04 12:40:25 +0000 UTC View PostHey guys,
the ones amongst you living in the EU are already familiar with the drill, but if you're living in other countries, this might be new for you: Patreon is required to start charging sales tax on some of your pledges starting July 1st.
Due to new laws passing in several countries and US states, Patreon will be required to start charging sales tax on some pledges starting July 1st.
Patreon claims that "less than half of all patrons will be char...
2020-06-02 19:00:02 +0000 UTC View Post