Uploaded November 2022 | Updated September 2026, 2 weeks ago
In this video we take a more technical approach to shading and produce a simple animated blinds/revealing and hiding texture fully procedurally. We then take a look at how we can simplify our several nodes in Unreal into a single Custom (HLSL) formula.
This tutorial is aimed at a practical and artist friendly approach to getting familiar with the thought of shader code and understanding the manipulation of numbers that produce the results we see.
Correction: 11:13, Math Clarification Details in Description
After plugging the sine curve into a lerp a mix/lerp node will have no effect of values outside the 0-1 range. Making any negative values from a sine node result in no change (staying at 0 mix/blend).
Correction: 5:50, Red Green Directions
I drew the Arrows wrong here, Green is Top To Bottom, Red is Left to Right.
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
In this video we take a more technical approach to shading and produce a simple animated blinds/revealing and hiding texture fully procedurally. We then take a look at how we can simplify our several nodes in Unreal into a single Custom (HLSL) formula.
This tutorial is aimed at a practical and artist friendly approach to getting familiar with the thought of shader code and understanding the manipulation of numbers that produce the results we see.
Correction: 11:13, Math Clarification Details in Description
After plugging the sine curve into a lerp a mix/lerp node will have no effect of values outside the 0-1 range. Making any negative values from a sine node result in no change (staying at 0 mix/blend).
Correction: 5:50, Red Green Directions
I drew the Arrows wrong here, Green is Top To Bottom, Red is Left to Right.
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc


![Unreal Engine 5 Tutorial - Blender Exporter - Instanced Static Mesh Exporter [2/4]
This multi-part video will also go over how to create a instance/object position exporter from Maya or Blender with Python. And how to write a Loader in Unreal 5 with Blueprints to read in those exported files from Blender or Maya.
Corrections:
rotate_euler.x y z will return radians and should be converted to degrees. This is done below in the following code adjustments.
1. Add import math at the top of the code.
2. Change data.append(obj.rotation_euler.x) to data.append(math.degrees(obj.rotation_euler.x))
3. Repeat that change for y and z as well.
Thank you to the viewers for catching this error in the comments below.
Patreon:
https://patreon.com/renderBucket
Discord:
https://discord.gg/BxsersBPQc Unreal Engine 5 Tutorial - Blender Exporter - Instanced Static Mesh Exporter [2/4]](https://i.ytimg.com/vi/migdSkt3LIc/mqdefault.jpg)







