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3 - Editing Materials

At this point, you should have created a new material and opened the Material Editor.

You can define a material's color, shininess, transparency, and much more in the Material Editor . You're now ready to edit the 'Rock' Material you created.

Editing your 'Rock' Material

  1. Select the Main Material Node in the center of the Material Graph. The Material Editor will highlight the node for you when you select it.

    newMainNode.png

    It is the only node in the graph (named after your material).

  2. Inside the Details panel, change the Shading Model from Default Lit to Subsurface.

    selectSubsurface.png

  3. The Subsurface Shading Model enables two more pins in the Main Material Node: Opacity and Subsurface Color.

    newMorePins.png

  4. Now is the time to get your textures into the Graph. Hold the ' T ' key and left-click inside the Editor's Graph area. A Texture Sample Node should appear inside the graph.

    TextureSample.png

  5. You'll want at least 2 textures. Repeat Step 4 until your graph looks like the image below.

    newTextureSampleNodes.png

  6. Select one of the Texture Sample Nodes and locate the Details Panel under the Material Expression Texture Base category.

    matExpressionTextureBase.png

    Under the texture property, left-click the pull down menu labeled 'None' and select the color texture named T_Rock_04_D.

    You can also use the search field to locate the texture asset by entering 'T_Rock_04_D' in the search field.

  7. Repeat Step 6 for the other Texture Sample Node, making sure to select the normal map texture named T_Rock_04_n.

    newBothTexturesSelected.png

    The Material Graph should resemble the image pictured above.

  8. Connect the T_Rock_04_D Texture Sample's Color pin (white) to the Rock Material's Base Color pin.

    newConnectColorPin.png

    The newly connected white pin contains the texture's color channels.

  9. Connect the T_Rock_04_n Texture Sample's Normal pin (white) to the Rock Material's Normal pin.

    newConnectNormalPin.png

    The newly connected white pin contains information for the texture's normal map.

  10. The Preview should look similar to the image pictured below.

    newPreview_DN.png

  11. Hold the ' 1 ' key and left-click in the Graph Panel to create three (3) Constant nodes.

    Constants.jpg

    The Constant Node is a modifiable scalar float variable.

  12. Hold the ' 3 ' key and left-click in the Graph Panel to create one (1) Constant3Vector.

    Constant3.jpg

    The Constant3Vector node is a modifiable vector corresponding to color without an alpha channel.

    Read our Constant Expression documentation if you want to learn more about working with constant expressions.

  13. Your nodes should be arranged so that connections can be easily made without wires crossing or sliding beneath each other.

    newMatConstantsAdded.png

  14. Connect all of the Constant and Constant3Vector nodes to corresponding pins in the 'Rock' Material Main Node.

    newAllNodesConnectedNoVal.png

  15. Change the values of each Constant and Constant3Vector by updating their Value parameter in the Details panel.

    • Specular Value = 0.0

    • Roughness Value = 0.8

    • Opacity Value = 0.95

    • Subsurface Color = Red(1,0,0)

    newAllConnectedAllAdjusted.png

  16. The Preview should look similar to the image pictured below.

    newPreviewAll.png

    Make sure to save your material before exiting the Material Editor.

You're almost done! You've just used the Material Editor to edit your 'Rock' Material.

A list of all Material Editor Keyboard Shortcuts can be found by going to Edit Menu->Editor Preferences->Keyboard Shortcuts->"Material Editor" and "Material Editor-Spawn Nodes" categories.