Hello, I'm greeting you from the 21st class.
Last time, I did a simple demonstration of the sequence.
This time, I'm going to make a master tutorial for the MASH effect.
I'll make a simple tutorial for the magic circle.
I'll copy the radial V material that we made at the beginning and use it to make the ribbon material.
Because we can shorten the time.
First, the level that we made last time.
It's coming out well.
Then let's proceed with the material.
Create a new material.
MASH01
I'll name it MASH01.
If you open it, we'll always start with Translucent.
And
I'll use Unlit.
MASH effect is usually used for two-sided, but I know that this part is not controlled by MI.
I'll leave it for now.
I said I would copy and use it.
Open radial V.
Select it like this and press Ctrl C.
Copy and see.
I keep saying this repeatedly,
Normal, Outer V and Outer V.
This color part.
This part will always go to the same base.
So I thought it would be better to keep copying and starting.
Radial UV is not something to use anymore.
Actually, the radial UV material and the MASH effect material are almost the same concept.
But the MASH effect is different depending on the mesh type.
Radial UV material is a sprite particle.
There will be only that difference.
I'm going to do the same thing.
Delete Radial V.
Create a UV texture coordinator.
Like I did before,
I'll multiply it with Append.
Multiply the two channels.
From Tiling,
Normal part is Tiling.
I'll use UV.
I think it will be the simplest.
UV Tiling.
And
The diffuser part.
Tiling, Parameter, Append.
And this part.
Multiply.
Tiling.
Delete unnecessary part.
This part is the add part for the distortion.
And
The add part for the offset value of the panning is calculated.
Normal distortion section will only use the G channel.
The direction will change.
I'll connect the number 0 to the dynamic parameter.
It's almost the same.
Distortion value will be calculated.
I'll connect it.
I think it's done.
I'll use the texture as it is.
And the opacity texture.
Since it's not a circular radial UV,
I'll use a gradation.
I'll use a blocky gradation.
This will pan from top to bottom.
Depending on the mesh shape.
So
I think this is the way to use it.
I'll just leave the filter here.
I don't think you need to fade.
I'll use it again.
I don't even have much to modify.
N Jo子 section is done.
I'll use the edge add part in the same way.
We can refer to this a formula where UV is an телефон separatorіс
grant enough
itz.
Beside the shader I always had.
Who's this?
I can just use it.
I don't want to change the default layer's value to 0,
Let's just create one in AUêts.
Let's say I am adding another shader driver here.
Instead of the strength,
I'm going to create a color gradation with a linear interpolate.
Take out the 3 channels,
and connect the red value and the green value to each A and B.
I want the end of the line to be blended with the color.
If you have a pillar-like mesh,
you can add different colors to this part and this part,
and gradually create a gradation.
I'm going to give you a more material feel.
And if we use a mesh that goes to the center of the Uv and edge,
the center will be red, and the outer part will be green.
To control the gradation of the color,
I'll calculate the color part and use it.
So I'm going to make another component mask
and bring the V channel.
I'm going to bring it to the G channel.
I'm going to adjust the area through the power value.
I'm going to make the power value a parameter.
Color as well.
Instead of color strength, I'm going to multiply this part.
If you put it like that, it becomes a blend like this.
Then, because there is one more way to express the color,
you can adjust the color area with the color bias.
The red side is getting wider.
Then the green side gets a little wider.
This is one way to make a color that is good to blend.
I'll show you that you can use it as a linear interpolate node.
Then I'll add another part of the multiply.
I'll calculate the area with the multiply node.
And I'll calculate the opacity first.
There are a lot of adds.
This part should be an add.
In this part,
I'll multiply it.
Finally, I'll calculate it with Niagara Particles
I think it's done.
I think this is the structure.
Nothing has changed.
Except for this part, I'll save it in color.
Let's see if the parameter works properly.
When the parameter is put in Niagara Particles,
I'll check if the dynamic parameter connection works well.
I turned on the parameter offset.
We made the color parameter.
Because this part needs to be made as a parameter,
I'll change it to a parameter and name it Top Color.
I'll make it Atom.
I'll save it like this.
The color part has control.
First, I need to check the color texture.
I can see the color vibration working by changing it like this.
I'm changing the color coordinator.
It's changing.
I can see that the color bias is also changing.
The saturation is also working.
The fused tiling is the same.
The reason why there is no change in the value 1 is because the gradation is the same.
V channel has a change.
The notch power works.
Mask Strength also works.
Normal Tiling also works well.
The fused t power also works well.
I think everything is working well.
I think the parameter check is done.
I'll open the particle we made in the past.
I'll add it to the empty editor.
I'll take it out with a mesh renderer instead of a sprite.
I'll put a mesh input and use it.
I put a mesh in the source part.
I'll just check it with this circle.
I'll turn off the orbit mode and move the view freely.
I'll do it.
The mesh comes out as soon as I make a particle.
The size is too big, so I'll make it a reform.
I don't have a material right now.
I'll check the innerball material override.
I'll press the plus sign on the override material.
You can see the difference in the material.
It means that you replace it with this material.
I'll put it in this material.
I'm compiling it and it's out.
It's coming out like this.
I'll take out the high-density parameter.
I think the distortion is coming out like this because it's 0.
Let's look at the panning first.
It's good at panning with the front cover.
I'll just turn off the distortion.
It's coming out well.
I'll raise the edge power value here.
I'll lower it.
The edge strength works well.
The color power is also working well.
I've checked that the dynamic parameter works.
I think you can use the last material for the flash effect like this.
I'll save it.
And we're...
like this...
I'll turn off the distortion.
This is how the production comes out.
We're going to make a production that spreads the energy.
I'm going to use some kind of detailed expression.
I'm going to put in a magic ring-like design.
I'll think of the motor for the first time.
I'll make it.
I'm going to make it while keeping the parameters alive.
If you want to use it by transforming it,
You can apply it and use it.
I'll make another motor.
I'm going to copy and use the radial UV anyway.
I think it would be easier to copy and make this.
I'll name it...
M...
Magic Circle.
I'll write it.
It's been created. I'll open it.
If you look at the resource that you will use as a magic circle,
It's a texture like this.
So it spreads out from the middle.
I'm going to make this pattern slightly visible,
just like the speed of the wave.
So if you use the radial UV,
I'm going to put a magic circle on the mask.
I'm going to put a magic circle texture in this mask.
Put it in.
It looks good.
So I'm going to use this normal part and this diffuse texture part.
I think it's just a little simple.
I'm not going to use all the dynamic parameters.
I'll just use panning.
In the case of this magic circle,
It's not going to show you a very detailed outline.
Just like it's just passing by.
I'm going to use it as a really sub-subject.
That's rather...
To express a pattern-like sine texture,
That's rather prettier.
Rather than showing this design too plainly,
It's more attractive to show it as if it's visible.
Actually, I don't think there's a need for the outline.
I don't think there's a need for the normal texture part.
I'm not going to use distortion anyway.
I'll erase this part.
Save the diffuse tiling.
Just add the panning.
I'll use UV as it is.
I'm going to use the diffuse texture.
Instead,
This time, I'm going to use a short gradation.
So I'm going to use a half-final gradation.
I'll use this texture for the diffuse texture.
Mask Strength...
I'll just change the default.
I don't think I need this part either.
I'll just make it simple.
You can use this part as a master material.
It's okay.
But in my case,
I'm thinking of it as a one-time use.
It's a great idea to plan your own master material and write it.
I'll erase the spade.
I'll save the tiling for the color part.
I don't need this distortion part.
I'll connect this part to this part.
I think I can use it like this.
I'll use this part.
I'll make it a little brighter.
I'll throw away the spade here.
I'll connect it to the Niagara spade right here.
I'll remove all this part.
So, as I said, the opacity shows the opacity texture in advance.
I'll put the color part in the MSP.
I think I just need to make it feel like the color texture is coming out of the opacity.
This is probably a very simple way to see this separately.
It may look very simple because there is no distortion.
But it's going to be mixed with other effects, so you don't have to worry about it.
There are some simple uses like this, and I think it would be good to try to create a more detailed feel of the magic circle.
I'll copy this and put the material we made in.
I'll see if it's good.
This is mesh, so I'll use sprite.
I'll remove the mesh size.
I'll copy this.
This is the distortion coming out.
Did I save it?
It's coming out like this.
It's panning well.
Turn off the light.
So, when the wave spreads like this, it's panning with this pattern.
If you show the design a little bit, it's a little bit more high quality.
I think I can express the details with a little bit of detail.
This is a material that I'm adding.
The third material that will be needed for production is ready.
I can change the tiling part and texture here.
I think you can use it with other textures like magic circles.
I'll make a master material.
Or you can mix the distortion a little bit.
I think I can make a good material.
I think I've done all the preparation for this material.
Next time, I'll continue to make Niagara Particle elements.
Thank you for your hard work.