Top Tip: Unreal Editor Cinematics

This week Tom Pullan our Scene Dev Lead Artist is sharing his top tips surrounding Unreal Editor Cinematics!

1) Use nested shader instances to give you hierachical control over many shaders at once – e.g. create a general clothing shader network with useful controls (texture slots, colour roughness and spec linear interpolations etc.), then create an instance of this called MI_clothing_all, then create instances of this to use on objects that require different maps such as MI_clothing_boots. You can then use the first instance to tweak colour, spec etc on all garments, and use the individual child instances to fine tune.

2) Incorporate a shared Material Parameter Collection in all shader networks of a certain type e.g. rocks. This will allow you to tweak all your rocks globally if required and can be accessed from sequencer to fine tune on a per-shot basis.

3) When using assets created from several different sources be sure to use the buffer visualisation options along with shader adjustments to balance roughness, spec etc across all assets.

Buffer visualisation shows variation in roughness. Shaders need adjustment for these objects.

 

Buffer visualisation now shows well balanced specular values