Fabrizio Bergamo

Real-Time FX & Tech Art

Tag: material

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  • Billboard Material Function

    Billboard Material Function

    Introduction This post is not a step-by-step tutorial, but more like a documentation of a Material Function I created. However, it does contain screenshots of the entire graph, so feel free to recreate your own version. I’m currently working on a simple billboard baker that bakes the various GBuffer layers as textures using Render Targets,…

  • Linear & Smooth Step – Material & Niagara Functions

    Linear & Smooth Step – Material & Niagara Functions

    Intro In this blog post, you will find a brief explanation of how these two functions work and their application, I will mainly show the setup of how they can be created as Material and Niagara functions in Unreal Engine. I started looking into this because I needed a Smooth Step Function to use in Niagara and I couldn’t find a built-in node…

  • Gradient Visualizer Material Function

    Gradient Visualizer Material Function

    Similar to what I’ve done in Substance Designer to visualize the Smooth Stepping Curve Function I made. I created a Material Function in Unreal Engine to use as a tool to visualize sine waves or any gradient I use in my materials for various FXs. If you think this could be something useful, you can find…

  • Circle Shapes and Expanding Rings

    Circle Shapes and Expanding Rings

    Intro I played Fall Guys recently (who didn’t?), I often die in the first rounds so I find myself staring at the loading screen for ages waiting for the other players. Soon enough I started wondering if I could recreate it in a shader without using textures..Well, turns out I could and it’s quite simple!…

  • Looney Tunes Outro

    Looney Tunes Outro

    UE Shader Exploration A very short exploration I did a couple of years ago, after posting a blog post about creating circle shapes and expanding rings in UE4’s shader graph All the circles and gradients are done using Signed Distance functions.The challenge came from getting the right size and timing for each circle, to recreate…