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Hi friends, In this video tutorial I explain how to create a master material and instanced material from scratch for a leaf in Unreal Engine 5. This technique can be used to create a very robust material instance which has controls on brightness, saturation, normal strength, translucency, roughness strength etc. This material instance can then be applied to any kind of vegetation asset. This material was created in UE5 version 5.0.2 Areas covered in this video tutorial: 1. Creating a Master Material for the leaf 2. Using placeholder textures for Albedo, Normal and ORM (Occlusion, Roughness and Metalness) 3. Converting master material into a Material Instance 4. Creating controls for adjusting leaf brightness and saturation 5. Fixing the current bug in UE5 that makes double-sided vegetation assets dark in backfacing cards with mask. For this I will use a technique to fix this issue. 6. Adjusting normal map intensity. For this I teach you a special node in Unreal called 'Flatten Normal' which can be tweaked to work as we want. 7. Controlling roughness values without the need to make adjustments to texture. This can be done directly in the material instance, which can save time for the artist. I will update any changes with the future releases if there are any changes. Thanks for watching and don't forget to subscribe