
In my example, I want the blue channel to appear all the time, so I only multiply by 0.3 to lower the opacity.įor the red and green channels, I want them to fade in and out. However after the Motion_4Wa圜haos node, I then mask out each channel, and animate separately. So as can be seen above, the first part of my material stays the same. However, after some time looking at the Stylized Rendering Content Example and at the sun’s material, I decided I wanted to paint shapes in to the RGB channel of a texture and then individually animate the brightness of each channel. You have to copy and paste it into your Material. Tip: To get the “Motion_4wa圜haos” node, it’s found under “Engine Content/Functions/Engine_MaterialFunctions03/ComplexMotion”. And the resulting node network (which plugged in to the ‘Emissive’ port) is as above. My caustics started off very simple, using papptimus’s water caustics tutorial.

Tip: To paint in Vertex Colours in Maya, select the mesh, right click, go to ‘Paint’, ‘mesh’, ‘shapeNameVertexColourRGB’. In my case this means the black area will move, while the white area stays still. This translates into Maya, that Black means A = 100%, and white means B = 100%. Vertex Colour works in a lerp so when the Vertex Colour = 0, A = 100%, B = 0% and when Vertex Colour = 1, A = 0%, B = 100%. The wobbling on top of the water is created through a Simple Grass Wind node, that is masked by the Meshes’ Vertex Colour through a Lerp. I then multiply a ‘Diffuse Multiply’ Parameter (set to 1), by the result of the Depth Fade, to control the brightness of the Base Colour 0 = black, 10 = close to white.

The difference between multiplying or dividing the Depth Fade By dividing the depth fade, instead of multiplying, it means I get a white border instead of a black border around objects that intersect with the water. I then divide in a Depth Fade node (Opacity 1, Fade Distance 100). I lerp between them using a Fresnel (Exponent 5, Base Reflect Fraction 0.04), so my water is darker on the inside and lighter around the edges. I have two shades of my water colour, one light and one dark. Two Sided – Yes Base Colour Base Colour Material Network My material is made of three main parts the base colour, the offset to make waves and the emissive water caustics. Image appear blurry? Right click, open in a new tab and remove w=XXXX at the end of the URL.

Alongside UE4, I modeled the mesh in Maya, and painted the texture in Photoshop. Welcome to a walk through on how I made my stylised water Material inside UE4.
