Materials in Unreal Engine 163
36. Connect the Constant output to the B input of the Multiply exp ression.
37. Connect the yellow Constant3Vector output to the A input of the Multiply ex-
pression. This will incr ease the intensity of the N ormal Map.
38. Create an Add expression further to the right by right-clicking the graph and
searching for it. No te : You can also add an Add expression by holding the key A
on your keyboard and clicking on the graph.
39. Connect the Blue Constan t3Vector output to the A input of the Add expression,
and the Mu ltiply output to the B input. This adds the two vectors together to
complete the normal m ap.
40. Now cr eate another Multiply expre ssion to the right of both the original Texture-
Sample containin g the normal map, and the new Add expression you created
above. Connect the normal map’s TextureSample output to the A inp ut of the
Multiply expression, and the Add output to the B input o f this Mult iply expres-
sion.
41. Finally, create a Normalize expression to the right of th e newest Multiply ex-
pression. To do this, right-click on the graph editor and search for Normaliz e.
42. Connect the output of the Multiply to the input of Normalize. The reason why
this is necessary is bec ause a normal vector must have a magnitude of 1. By nor-
malizing, it brings the magnitude down to 1, and thus ensures th at no undesirable
lighting artifacts occur.
43. Connect the Normalize output to the Normal input channel of the Material Node.
Notice the new changes on the material; the bricks appear to have slightly more
depth than before. This method c an be utilized if a normal map do es not have
enoug h depth (see Figure 4.34(a)–4.34(c)).
COMMENTING THE NETWORK
44. Highlight the 8 expressions that make up your new normal map network by mar-
quee selecting them (Left-click and drag around the ne twork)
45. Right-click on the selectio n on the graph canvas.
46. Click Create Com ment from Selection and name the selection Normal
Network. It is always good practice to keep your material expre ssions organized
by category. Your com ment sho uld look like Figure 4.35.
APPLYING MATERIALS IN THE DEMO ROOM
47. In the co ntent browser, lo ok for a folder called Props and open it.
48. In the Props folder look for an d find a mesh called SM_MatPreviewMesh_02
and drag it into the Display Item you have already placed in the Demo Room.
49. Rotate, scale , and position the mesh so that it faces ou twards from the Display
Item.
50. Alt-Drag the mesh to create two copied of it on the Display Item (see Fig-
ure 4.36). You can alternatively copy and paste the mesh in the editor on the
Display Item.