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Unreal 5 Materials Part 1 Environments

  • Development
  • May 14, 2025
SynopsisUnreal 5 Materials – Part 1 Environments, available at...
Unreal 5 Materials Part 1 Environments  No.1

Unreal 5 Materials – Part 1 Environments, available at $89.99, has an average rating of 4.7, with 96 lectures, based on 126 reviews, and has 1026 subscribers.

You will learn about Have a holistic understanding of the Material Editor in Unreal 5 Learn best practices and workflows for using Functions and producing optimal Materials Explore how to use Data from elsewhere in the Engine to build dynamic materials Apply all the base knowledge to Environmental examples, such as Landscapes and Vertex Painting This course is ideal for individuals who are Anyone who wants to learn how to make Materials in Unreal 5 It is particularly useful for Anyone who wants to learn how to make Materials in Unreal 5.

Enroll now: Unreal 5 Materials – Part 1 Environments

Summary

Title: Unreal 5 Materials – Part 1 Environments

Price: $89.99

Average Rating: 4.7

Number of Lectures: 96

Number of Published Lectures: 96

Number of Curriculum Items: 96

Number of Published Curriculum Objects: 96

Original Price: $74.99

Quality Status: approved

Status: Live

What You Will Learn

  • Have a holistic understanding of the Material Editor in Unreal 5
  • Learn best practices and workflows for using Functions and producing optimal Materials
  • Explore how to use Data from elsewhere in the Engine to build dynamic materials
  • Apply all the base knowledge to Environmental examples, such as Landscapes and Vertex Painting
  • Who Should Attend

  • Anyone who wants to learn how to make Materials in Unreal 5
  • Target Audiences

  • Anyone who wants to learn how to make Materials in Unreal 5
  • Part 1 of this course covers a holistic overview of the Material Editor in Unreal 5 – from Material Types and Blend Modes to individual Math Nodes and Input Data, focusing on not just the How to do things but also the Why and looking at the underlying logic and math behind what the engine is doing.  Covering how to build up your own Material Functions and build that into your workflow to produce powerful and flexible Materials. We also take a deep dive into UV’s – how they work in the engine and how we can take that knowledge and produce effects such as Distortion, Animation, and Parallax Occlusion Mapping.

    Part 2 of the course then takes this knowledge and applies it to Environmental Materials, covering:

  • Master Materials and some best practices in how to build them,

  • Decals and their various blend modes – as well as more complex effects such as Angle Based Masking and Custom Decal responses,

  • Vertex Painting to blend between material types,

  • various approaches to make Landscape Materials and using RVTs to blend objects into them,

  • the new Layered Materials system

  • how to use Input Data to automate variation in materials and create angle based effects such as Snow.

  • Course Curriculum

    Chapter 1: Source Files

    Lecture 1: Where to download

    Chapter 2: Introduction

    Lecture 1: Introduction

    Lecture 2: Introduction to the Material Editor and UI

    Lecture 3: Break down of different Node Types

    Lecture 4: Best practice Workflow in the Material Editor

    Chapter 3: Material Types

    Lecture 1: Opaque Materials

    Lecture 2: Masked Materials

    Lecture 3: Dither Fade Materials

    Lecture 4: Translucent Materials

    Lecture 5: Refraction in Materials

    Lecture 6: Additive Materials

    Lecture 7: Modulate Materials

    Lecture 8: Premultiplied Materials

    Lecture 9: Alpha Holdout Materials

    Chapter 4: Material Blend Modes

    Lecture 1: Lit and Unlit Materials

    Lecture 2: Subsurface Materials

    Lecture 3: Clear Coat Materials

    Lecture 4: Hair and Eye Materials

    Lecture 5: Cloth

    Lecture 6: Single Layer Water and Thin Translucency Materials

    Lecture 7: Blend Mode by Expression

    Chapter 5: Material Editor Math Nodes

    Lecture 1: Data Types

    Lecture 2: Mask and Append

    Lecture 3: Add Subtract Multiply Divide and One Minus

    Lecture 4: Power

    Lecture 5: Sine Waves and Constant Bias Scale

    Lecture 6: Abs Clamp Min and Max

    Lecture 7: Floor Ceiling and Frac

    Lecture 8: If Lerp and SmoothStep

    Lecture 9: Normalize Dot Product Cross Product and DeriveNormalZ

    Lecture 10: Panner and Rotator

    Lecture 11: RotateAboutAxis and Transform

    Lecture 12: Desaturate

    Lecture 13: DepthFade and CameraDepthFade

    Lecture 14: Fresnel

    Lecture 15: Vertex Interpolator

    Lecture 16: Distance

    Chapter 6: Input Data

    Lecture 1: Position Orientation and Scale

    Lecture 2: World Position

    Lecture 3: Vertex Colour

    Lecture 4: Custom Primitive Data

    Lecture 5: Vertex Normal and Pixel Normal

    Lecture 6: Two Sided Sign

    Lecture 7: Time

    Lecture 8: Camera Position and Vector

    Lecture 9: Pixel Depth and Scene Depth

    Lecture 10: Per Instance Random and Fade

    Lecture 11: Screen Position and View Size

    Lecture 12: Particles

    Lecture 13: DDX and DDY

    Lecture 14: Reflection Vector

    Lecture 15: Sky Atmosphere Data

    Lecture 16: Scene Colour

    Chapter 7: Working with UVs

    Lecture 1: UV Gradients

    Lecture 2: UV Tiling

    Lecture 3: Animated Textures

    Lecture 4: Scaling UVs

    Lecture 5: Gradient Mapping

    Lecture 6: UV Distortion

    Lecture 7: Bump Offset and POM

    Chapter 8: Functions

    Lecture 1: Perturb Normal HQ

    Lecture 2: Flipbook

    Lecture 3: Object Position Randomness

    Lecture 4: Add Randomness

    Lecture 5: Offset Contrast

    Lecture 6: World Space Modifier Functions

    Lecture 7: Add Noise to Gradient

    Lecture 8: Auto Landscape Helper Functions

    Chapter 9: Master Materials

    Lecture 1: Qpaque Master Materials

    Lecture 2: Master Material Functions

    Lecture 3: Masked Master Materials

    Lecture 4: Translucent Master Materials

    Chapter 10: Decals

    Lecture 1: Decal Basics

    Lecture 2: Angle Masking

    Lecture 3: POM Decals

    Lecture 4: Custom Decal Response

    Chapter 11: World Data

    Lecture 1: Object Position Random

    Lecture 2: Add Random Function

    Lecture 3: Projection Overlay

    Lecture 4: World Space Moss

    Lecture 5: World Space Snow

    Lecture 6: Detail Normals and Distance Based Tiling

    Chapter 12: Vertex Painting

    Lecture 1: Simple Vertex Painting

    Lecture 2: Adding Noise to the Painting edges

    Lecture 3: Using a Height map to blend materials

    Lecture 4: 3 Layer Blends and Additional Layers

    Chapter 13: Landscapes

    Lecture 1: Weight Blending

    Instructors

  • Unreal 5 Materials Part 1 Environments  No.2
    Thomas Harle
    Realtime VFX Artist
  • Rating Distribution

  • 1 stars: 2 votes
  • 2 stars: 2 votes
  • 3 stars: 3 votes
  • 4 stars: 27 votes
  • 5 stars: 92 votes
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