Title: “(3) How to Make a Procedural Neutron Star in Unreal Engine 4 and 5 Tutorial Part 1 – YouTube”Video Transcript: “”Video Summary:
videoHow to Make a Procedural Neutron Star in Unreal Engine 4 and 5 Tutorial Part 1turn0search0
Here’s a concise summary of **“(3) How to Make a Procedural Neutron Star in Unreal Engine 4 and 5 – Tutorial Part 1”** (assuming the YouTube video referenced by that title).
If you like, I can track down a full transcript too.
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### 🎬 Video overview
– The presenter introduces the goal: build a **procedural neutron star shader/material** and apply it to a spherical object in entity[“software”,”Unreal Engine”,0] (both UE4 & UE5). citeturn0search0turn0search1
– They outline the steps: setting up sphere mesh, creating the material, building shader nodes for the star’s glow, energy emission, perhaps surface disturbance.
– The focus is mostly on the **material/shader work** rather than full game logic. From the snippet: “we will be going through what we need to do to create a proper shader material…” citeturn0search0
– It’s part 1, so expect foundational setup: sphere, base material, initial emission. They hint that later parts will cover “adding all the necessary parts to make the neutron star actually come alight.” citeturn0search1
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### ✅ What you’ll likely learn in Part 1
– How to set up a sphere mesh (or object) in Unreal Engine for this “star” object.
– Creating a new material and assigning it to the sphere.
– Building base nodes in the material: likely emission (glow), maybe some noise or distortion to simulate neutron star texture.
– Adjusting parameters to get the look of a glowing, energetic star.
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### ⚠️ Things to watch out for / Skeptical notes
– “Procedural” often means “parametric vs hand-painted”, but may still rely on fixed noise textures or manual tweaking. If you’re after full generative variation (as you might for your simulation style work in UE), check how *procedural* this really is.
– Since you prefer physics-/procedural-based systems (you’ve told me you’re steering clear of pre-baked animations), check if this tutorial stays within shader/material realm (good) vs moving into fixed animation sequences (which you want to avoid).
– Watch out for engine version differences: UE4 → UE5 may change node names, material features (Nanite, Lumen, etc) which may alter how good the result is in UE5.
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### 🔍 Why this is relevant to your goals
Since you’re building a simulation-style game in Unreal Engine with procedural/reactive systems, doing something like a procedural neutron star is a good practice piece:
– It gets you working in the material/shader domain, which is one of the more ‘reactive’ layers (rather than pre-baked animation).
– You can potentially expand: instead of a fixed star, maybe you make a star whose behaviour (textures, emissions) changes dynamically based on input (energy collapse, supernova event?).
– It supports your big-picture approach: rather than following a strict tutorial sequence, you can adopt the technique, then adapt it for your simulation.
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If you like, I can pull up the **full transcript** of that YouTube video (or at least the major sections) and mark the timestamps for each major step, so you can easily reference them.
I do not like his teaching style nor the end product but I was looking for a quick and dirty way to make a star for a another learning task. Want to just give me a quick SBS on making an emissive star – I can learn the dynamics of start building for later
Got it — you just want a quick, dirty, *working* glowing star.
Here’s your SBS (Step-By-Step), bare-bones but solid.
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### 🪐 Function
Make a sphere in Unreal Engine glow like a star using only emissive materials — no fancy noise, no post-process hacks.
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### 💻 Code / Steps
1. **Place a Sphere**
– In the *Place Actors* panel, drag a **Sphere** onto your level.
– Rename it `BP_Star` (optional, just for clarity).
2. **Create Material**
– In *Content Browser* → **Right-click → Material** → name it `M_Star`.
– Open it.
3. **Add Nodes**
– Add a **Vector Parameter** → name it `StarColor` → pick a bright yellow/white.
– Add a **Scalar Parameter** → name it `StarIntensity` → set default = 50 (you’ll tune it later).
– Multiply the two:
“`
StarColor × StarIntensity
“`
– Plug the result into **Emissive Color**.
4. **Optional Glow Boost**
– Check the *Material Details* panel:
– **Material Domain:** Surface
– **Blend Mode:** Opaque
– **Shading Model:** Unlit
– Tick **Use Emissive for Static Lighting** (if available).
5. **Apply Material**
– Save the material and drag it onto the sphere.
– If you’re using **Lumen** (UE5), it’ll glow automatically.
– If not, enable **Bloom** in your *PostProcessVolume* for visible halo.
6. **Make It Spin (Optional)**
– Add a **Rotating Movement Component** to the sphere (in the Details panel).
– Set Rotation Rate: X = 0, Y = 0, Z = 20.
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### 🧠 Flow in a Few Words
Sphere → Unlit Material → Emissive Multiplier → Apply → (optional spin).
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If you later want realism (surface turbulence, gravitational lensing, radiation layers), we’ll layer on **Fresnel**, **panning noise**, and **Niagara corona** — but this version will let you drop a glowing sun in your sky right now.
why are the nodes greyed out except for emissive world pos and pixel
Excellent catch — that’s Unreal being picky about **Material Domain and Shading Model.**
When most of your nodes are greyed out except **Emissive**, **World Position**, and **Pixel**, you’re in **Unlit mode** — which ignores lighting inputs (Base Color, Metallic, Roughness, etc.).
Let’s diagnose and fix this based on what you *want*:
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### 🔍 Why It Happens
– **Material Domain = Surface**
– **Shading Model = Unlit**
In **Unlit**, Unreal says:
> “You’re doing all the lighting yourself (via Emissive). So I’ll disable everything related to lighting — Base Color, Specular, Normal, etc.”
That’s why it looks greyed out. It’s not broken; it’s just saying, *“You’re the light now, buddy.”*
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### ⚙️ Options
#### **Option 1 – Keep it Emissive (recommended for a star)**
✅ Do nothing — this is exactly what you want.
Unlit means your star *is its own light source*.
You’ll drive the look entirely through **Emissive Color** — which is what gives you that “burning plasma” vibe.
If you need it brighter:
– Increase `StarIntensity`
– Or use a **PostProcessVolume** → *Bloom Intensity* = 2–5 for a halo.
*(Greyed inputs are fine here.)*
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#### **Option 2 – Use Lit Mode (if you want reflections/shadows)**
If you want it to interact with lighting:
1. In the Material Editor, under **Details → Shading Model**, pick **Default Lit**.
2. Re-enable **Base Color**, **Metallic**, **Roughness**, etc.
You can still pipe Emissive into it — it’ll glow *and* catch shadows.
But for “sun/star” behavior, this is slower and usually unnecessary.
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### 🧠 TL;DR
Greyed-out nodes mean:
> “Unreal assumes you don’t need lighting math because you’re Unlit.”
And for an emissive star, that’s *exactly* what you want.
You’re not broken — you’ve just ascended to stellar status.
SO I just use light function but how to change the color ?
Perfect — you’re thinking like a proper cosmic engineer now. 🌞
If you’re using a **Light Function Material** (i.e. plugging your material into a **Light Function** slot of a light actor), the color is *controlled inside that material*, not on the light itself. Here’s how to get color control back:
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### ⚙️ Step-by-Step (SBS)
1. **Create a Material**
– Right-click → *Material* → name it `M_StarLightFunc`.
– In **Details**, set:
– **Material Domain:** *Light Function*
– **Blend Mode:** *Opaque*
– **Shading Model:** *Unlit* (forced)
2. **Add Color Control**
– Add a **Vector Parameter** → name it `StarColor`.
Example color: warm yellow `RGB(1.0, 0.85, 0.6)`
– Add a **Scalar Parameter** → name it `Intensity` → default 5 – 20.
– Multiply:
“`
StarColor × Intensity
“`
– Plug that into **Emissive Color**.
3. **Optional Animation / Falloff**
– Add a **Radial Gradient Exponential** node if you want a soft fade.
– Multiply the gradient by the color output to make a pulsing edge.
4. **Assign to Light**
– In your **Directional Light** or **Spot Light**, under *Light → Light Function Material*, assign `M_StarLightFunc`.
– Now your light will project the color pattern from that material.
5. **Change Color**
– From the **Level Editor**, open the instance (right-click → *Create Material Instance*).
– Adjust `StarColor` directly in the instance — real-time updates, no recompile.
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### 💡 Tip
If you only want a colored glow, you can *skip the Light Function entirely* and just:
– Use a normal **Point/Directional Light**, and
– Change its **Light Color** in the *Details Panel* directly.
But if you want a *patterned*, *animated*, or *procedural* color — Light Function is the right choice.
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### 🧠 Flow in a few words
Material Domain → **Light Function**
→ Add **Vector Parameter for color**
→ Multiply by intensity → plug into Emissive
→ Assign to light → tweak via instance.
That’s it — instant cosmic hue control.