I'm a Technical Artist at Unity on the Shader Graph team. I'm a husband, father, and member of the Church of Jesus Christ of Latter-day Saints.

Orem, Utah
Joined October 2011
In this tutorial, I show how to make a snow material using Unreal's Substrate. I also show how to make the snow accumulate on top of objects using Nanite Displacement. youtu.be/WSVJAnJxdHQ
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In this tutorial, I show how to make multiple types of car paint using Unreal's Substrate. We start with the most basic type and work up to a much more advanced version. youtu.be/3T46UraKXwE
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In this tutorial, I show how to use the Glint inputs on a Substrate Slab in Unreal to create sparkle effects for materials like snow, pavement, and car paint. youtu.be/W17MwFCuMfM
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In this tutorial, I show how to use the Second Roughness inputs on a Substrate Slab in Unreal to gain more control over the shape and appearance of specular highlights and reflections on your material. youtu.be/Z281PRQInRA
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In this tutorial, I show how to use the Fuzz input parameters on the Unreal's Substrate Slab to create the edge effects on surfaces like cloth, skin, peaches, etc. youtu.be/Q3ZNWiQ4lZE
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In this tutorial, I show how to create subsurface scattering - for materials like wax, snow, fruit, or skin - using Unreal's Substrate. I also explain related topics like SSS MFP and SSS MFP Scale. youtu.be/wvzBD5u1GeE
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In this tutorial, I show how to create transparent materials - like glass - using Unreal's Substrate. I also explain related topics like Index of Refraction and Mean Free Path (MFP). youtu.be/sf-K257zWh8
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In this tutorial, I explain why Epic added Substrate to Unreal Engine. As we saw last week, it makes creating basic materials more complex, so what benefits does it bring? youtu.be/VrY_SSvWdQ4
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In this tutorial, I explain the Diffuse Albedo, F0, and F90 in Unreal's Susbtrate. I show how to translate Base Color, Metallic, and Specular from the previous system into Substrate, and I explain reflectance and the Fresnel Effect. youtu.be/a94Lpu1_4dg
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Today, we start a new series of videos on using Unreal Engine's Substrate material system. In the videos that follow, we'll go in depth and cover the full material system - but today we just cover the basics. youtu.be/P5I38f2O6W8
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In this Unreal Engine tutorial, I show how to remove objects that are overlapping or too close to each other - both in the same PCG graph and also in different graphs. youtu.be/ikhRzWHisEw
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I've wanted to make this effect for a long time and I finally figured it out! In this Unreal tutorial, I show how to add 3D moss cards to the rocks in our forest using PCG. I'm calling it Magic Moss. Take a look! youtu.be/QyCzfsuakuY
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In this Unreal Engine tutorial, I show how to use PCG's Hierarchical Generation System to spawn objects only close to the player. youtu.be/u2hsoBgYUR0
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In this tutorial, I show how to spawn objects along a spline. We start out really basic with a row of traffic cones and then get more advanced with a line of fence segments that connect with each other. youtu.be/WQc0imxsGdI
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In this tutorial, I show how to use splines to define where PCG can place objects. PCG can be limited to only place objects inside a set of closed-loop splines, or you can use those sample splines to remove objects. youtu.be/AWJ7H4C6ObI
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In this tutorial, I show how to automatically add a dirt and roots material to the landscape under PCG trees. I also show how to make the trees deform the landscape just slightly so they feel more connected to the ground. youtu.be/VtvM-OkZYDk
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In this tutorial, I show a simple method and a more advanced method to grow a forest using Unreal Engine's Procedural Content Generation system. youtu.be/DoZRYtvb8OU
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In this tutorial, I show how to add multiple different detail meshes and mask them using various grass masks generated in the landscape's material. youtu.be/ceP88Hvopao
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In this tutorial, I show how to use grass masks from a landscape material to control where PCG grass is placed. Using this technique you can use any of the features of a material to control PCG placement. youtu.be/PNXIGplTsgU
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In this tutorial, I show how to use Unreal's PCG to render grass efficiently. This method uses a compute shader on the GPU to place grass instances and I show several ways to control the density and distance that the grass renders. youtu.be/jL8-C2VvpxY
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