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In this tutorial, we will utilize Unreal Engine's Blue Print system to create a material. This material will be designed with adjustable parameters, allowing us to modify aspects such as emissive Intensity, roughness contrast, and the color of specific parts on the mesh. Chapters and Hot Keys can be found below. Link to Assets Used in this tutorial: https://www.artstation.com/a/32054873 Link to Portfolio: https://www.artstation.com/rbgore Chapters 00:00 Intro 00:42 Why do we want to add complexity to our Materials 03:08 Swap out Sphere for our asset in material viewport 03:48 Setting up the Emissive Adjustments Multiply Node, Constant3Vector Node, Creating Parameters Scalar Parameter Node Creating Material Instance 13:56 Setting up the Normal Adjustments FlattenNormal Node 17:22 Setting up the Roughness Adjustments CheapContrast Node SCurve Node 3PointLevels Node 27:01 Organizing our node graph 28:40 Setting up the Base Color Adjustments Desaturation Node Power Node 36:11 Setting up the AO Adjustments Pulling AO from Normal Map Start Preview Node Linear Interpolation (Lerp) Node 47:32 Creating a Mask using ID Map Distance Node OneMinus Node 52:41 Setting up Color Change for panel parts Blend HardLight 01:01:06 Setting up Metallic Adjustments for Panel Parts 01:07:31 Setting Texture Samples to Parameters 01:10:01 Adjusting Material instance looking at scene lighting 01:11:30 Using Our Material Instance on a Different object! 01:15:48 Outro Hot keys M +left click = Multiply 1 + left click = Constant S + left click = Scalar Parameter V + left click = Constant3Vector Parameter L + left click = Linear Interpolation (Lerp) O + left click = OneMinus