Material Editor: The UDK material editor, is essentially a visual system for writing shader programming. All the work you do, becomes shader code. This is CGFX, GLSL, or HLSL shader code (depending on platform) You can also write code yourself. (Discussed later in the custom code section.) This code in turn gets compiled to lower level code, and eventually machine code. This allows the video card to handle many complex tasks, video cards are super fast so this is great. Click on nodes to select them, hold ctrl and LMB drag to move them. Ctrl+Alt+LMB drag will draw selection marquee window Selected nodes show up as yellow Up at the top you can click sphere, cube, and cylinder buttons to see different previews Click a node to select it and it's properties show in the bottom left window Change options for each node there Selecting no nodes shows material properties You can plug nodes together by dragging between them Alt+LMB click to disconnect attributes Material Inputs (most important): Diffise is similar to color in Maya Normal is similar to bump in Maya Emissive is similar to incandecense in Maya Specular is similar to specular color in maya Specular power is similar to ecentricity on a blinn in maya Useful nodes: Constant A constant is just a number To create Hold 1 on keyboard, and click in black space RMB > Constants > New Constant Find in list on top right and drag it into graph A constant can also be used for a greyscale color White is 1 (photoshop white, 255) Black is 0 (photoshop black, 0) 50% Grey is 0.5 (may not appear like 127 in photoshop) color profiles and human perception affect these things Anything above 1 as potentially glowing, so bright a halo of light forms around the default in UDK is to bloom (glow) bright pixels Constant3Vector A Constant3Vector is just 3 numbers side by side, (a group of 3 numbers) usually a color can also store a position, a rotation, or something else double click to edit the color value To create: Hold 3 on keyboard, and click in black space RMB > Constants > New Constant3Vector Find in list on top right and drag it into graph Using constant3Vectors for material properties is like just changing colors in Maya Multiply Multiplies one input by the other input For color/textures works like photoshops "multiply" layer blending You can use multiply to tint, brighten, or darken Most common math node To create: Hold M on keyboard, and click in black space RMB > Math > Multiply Find in list on top right and drag it into graph Make normal maps stronger weaker multiply a normal map by a constant3 r=1,g=1,b=1 turn blue up (5) for a weaker normal map turn blue down (0.2) for a stronger normal map Material Instances Material instances are easy ways to duplicate/instance existing materials and adjust them (in real time). To create a material instance: RMB click on material in the content browser Create New Material Instance (Constant) Applied to objects just like any material