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Master Material Construction Part 3 of 5

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Uploaded by on Jul 24, 2010

This Tutorial series covers the creation of a master material in UDK that is designed to have enough functionality that you can just instance it instead of creating a new material for each object in your scene

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Education

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Uploader Comments (Crayloen)

  • @ Alek - You're probably right. For some reason when I was building this section of the material I was under the impression that even if you were adding 0 + 0 and then sending that into the emissive input, it would still add to the instruction count. I placed the bEnableEmissive parameter there so when it turned off, nothing would be input into the emissive slot, which i thought would further optimize the instruction count. In the video i think that it doesn't change though... so it's a waste.

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  • A hate nodes, but great tutorial anyways! :)

  • Great video, helps me learning what some nodes does in a practical way and I can totally see the advantage of it from a programming/ui sense, giving you just the important values and hide the ones you don't need.

    But have to confirm something the alek talked about, so adding another switch to a shader makes it compile slower then just imputing zero? (like black, no affect to texture) I was thinking that the shader would optimize and ignore all nodes after the switch if it was off.

  • First great videos!

    Is there a reason why you used b_EnableEmissive instead of using (b_HasRimLight | b_HasEmissiveMap)? By adding static switch you are doubling the shader permutations (if I'm not mistaking).

    By doing boolean or the result will be the same but the shader will compile twice faster and there will be one less parameter to config when using the material.

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