Animated Materials | Unreal Engine 5.4.1

This video shows how to make animated materials using Unreal Engine 5.4. You will learn how to make a sphere mesh in Blender 4.1 and a Voronoi texture in GIMP. You will then be shown haw to animate the material using Unreal Engine 5.4. The final render was done in Unreal Engine.

Making the disc (Blender)

I will use a sphere for the disc

I delete the bottom half of the sphere and scale it along the Z-Axis to flatten it

In object mode, I set the origin to the center of the disc and then move the disc to the world origin

I rotate the disc around the X-Axis 90-degrees

In the UV editing workspace, I select the UVs of the disc and scale them to twice their size along the Y-Axis (2)

I then move them to take up the entire UV space (y -0.25)

I export the disc as an FBX

For the object types, I select mesh and for the smoothing, I use face

Basic material (UE)

I will be using a Voronoi texture I downloaded from Freepik

*NOTE: This downloads as an EPS file so you will need to convert it to a PNG or JPG – there are plenty of free convertors online

The only other thing I did to this image was take it into Illustrator and export it as a 2048 x2048 square image

*You can do this after converting it to a PNG in any software

I import both the disc and the texture into Unreal

I drag the disc into the level

I create a new material and open it up

I set the blend mode to translucent and the shading model to unlit

I drag in the texture and connect the red channel to the opacity input

I add a constant 3 vector and connect it to the emissive color input

I right-click on the vector and convert it to a parameter – renaming it to color

I change the color to white

Animated material (UE)

I add a panner node and connect it to the UVs input of the texture

I add a scalar parameter – naming it speed X

I duplicate this parameter and rename it to speed Y

For both of these parameters, I change the slider min to -1 and the slider max to 1

I add an append vector node to combine these two parameters

I then connect the append node to the speed input of the panner

I duplicate these five nodes

I add a multiply node and connect the textures together

I duplicate this multiply node and connect the multiply node – connecting this multiply node to the opacity input of the texture output

I apply and save the material

I make a material instance of the master material and add it to the disc

I change the speed and color of the material instance

To change emission strength change the Value to 1 or above for color

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