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The Shader Editor
Colors, Values & Vectors
Vectors and Pixels
Geometric Dependency - Context Sensitivity
Generating PBR Maps
Blending & Masking
Walls (Chapter 2+)
Wood (Chapter 3+)
Dynamic Walls (Chapter 4+)
Wooden Boards (Chapter 5+)
Fire (Chapter 6+)
Rainy Window (Chapter 6+)
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4: Shader Composition
Aug. 7th, 2020
Find the example scene with the adapted shaders for the walls and the floor here: https://cloud.blender.org/p/procedural-shading/5f2d40a5a72ef6dc71a8a612
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I know I've been putting many questions here. Will these blending and masking result can be ported into unreal engine without any loss? Can I "bake" the shaders to actual mesh?
*@Huân Lê-Vương* You can always bake the PBR maps to use them in other software. That is what the final chapter will be about.
Of course that loses the dynamic nature of the procedural shader.
However, Unreal Engine has its own node-based shading system and a lot of the techniques and concepts I am teaching in the course are just as well applicable over there, just with a different coating.
Those nodes, such as operations and vectors, are confusing to connect