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In this tutorial, we create one master material and three variations: gold, red plastic, and chrome. Hello, welcome to Cerdas Inovasi Digital. In this tutorial, we learn about PBR materials in Unreal Engine 5, create one master material with parameters, then create many variations through material instances, such as gold, plastic, and chrome. Let's get started! Create a new project from the blank template, name it 'belajar material', then create. Create a clean level, file, new level, select basic. In the content browser, right-click, select material, and name it M underscore master. Double-click to open the material editor. The large node on the right is the final result of the material, with input base color, metallic, and roughness. These are the three main properties of PBR materials. Right-click on the graph, type vector parameter, and name it color. Parameter means its value can be changed later without editing this material. Connect the RGB pin from color to base color. Select the color node, then change the default value to white. Add a scalar parameter named logam, then connect it to metallic. A value of 0 means it's not metallic, 1 means fully metallic. Add a second scalar parameter named kekasaran with a value of 0.5, then connect it to roughness. The smaller the value, the more shiny it is. Click apply, save, then close the material editor. Now right-click on M underscore master, select create material instance, and name it MI underscore emas. Open MI underscore emas. Check all three parameters, then set roughness to 0.25, logam to 1, and color to golden yellow FFC21A. The preview changes directly to gold, without needing to recompile. Save and close. Create a second material instance named MI underscore plastic red, roughness 0.4, metal 0, color red. The result is a red plastic that doesn't reflect like metal. Third instance, MI underscore chrome, roughness 0.05, metal 1, color almost white. The result is a shiny chrome like a mirror. Now prepare a test object. Add the first spare on the left. Second spare in the middle. And third spare on the right. Double-click the second spare in the outliner. The camera immediately focuses on the middle ball, and the other two balls are visible next to it. Drag the MI underscore gold material from the content browser to the left ball. Red plastic to the middle ball, and chrome to the right ball. Compare the results. Gold reflects the yellow color, red plastic looks soft, and chrome reflects the environment like a mirror. Everything comes from the same master material. Save the level with the name LVL underscore material. Material instances can also be changed while the game is running, for example for damage effects or changing character colors. Done. With master material and material instance techniques, you can create hundreds of material variations quickly and efficiently. Don't forget to subscribe, like, and share. See you next time. Want to master game creation with Unreal Engine? Cerdas Inovasi Digital offers complete Unreal Engine courses, game and 3D character creation services, and sells ready-to-use project files. Contact us via WhatsApp, or visit CerdasInovasiDigital.com Thank you. Thank you. Thank you.
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