Materials – Tinted Glass Part 2 | Tips & Tricks | Unreal Engine

Materials – Tinted Glass Part 2 | Tips & Tricks | Unreal Engine


In the second part of our Unreal Tips & Tricks video tutorial on Shader Effects, we look at how to easily add a frosted glass look to any glass surface and how to control the location, strength, and opacity of the effect.

For additional help, see the documentation:

Transcript
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12 Comments on "Materials – Tinted Glass Part 2 | Tips & Tricks | Unreal Engine"


  1. I recommend naming the base material Table_Glass_m And naming the Material Instance Table_Glass_Inst. Just My opinion.

    Reply

  2. Expected more magic….
    ….but how about raytracing? (with all that RTX mega magic "it just works") not yet? heh 🙂

    Reply

  3. Hello everyone ! me and some colleaugues are starting the 3d scanning of a looot of the Italian heritage (like statues and so on) to make disponible 3d models identical to the original for games movies an so on, do you think that somebody will be interested?

    Reply

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