ABSTRACT

Unreal Engine’s rendering engine is a powerful tool that can be utilized to create incredible materials. The Shading Model controls how an incoming light ray will be reflected from the surface on which the material is applied. The Subsurface shading model simulates the subsurface scatter effects. When light hits an object in the real world, it penetrates the surface of the object and interacts with the material beneath the surface. Instanced Materials refer to materials in which specific features are represented as parameters in the base material. These parameters are in turn available within the Material Instance Editor for editing without the need to recompile the base material. Post process materials are a by-product of the composition graph and may be created and assigned to the Post Process Volume to create interesting features. However, they should be used sparingly as many of the features such as bloom, depth of field, etc., are already implemented within the Post Process Volume efficiently.