Rustling Leaves Shader - UE4 Materials 101 - Episode 12

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  • Опубликовано: 21 окт 2024

Комментарии • 49

  • @josephroiml
    @josephroiml 4 года назад +27

    You're a great tutor, all of your tutorials are gems.

  • @ra-di2wu
    @ra-di2wu 2 года назад +6

    Ben, you're a treasure. Your tutorials break down the complex into simple steps that we can learn a ton from by following, and build up our own game dev understanding. Thanks!

  • @BIGTTSNORLAX
    @BIGTTSNORLAX 4 года назад +3

    I continue being torn between jumping into unread to try stuff out or watching more videos continue to expanding my awareness of different techniques! This stuff is really cool

  • @1_Man_Media
    @1_Man_Media 4 года назад +15

    I just came back to this video to grab the leaf textures, really appreciate that update. I also just put a shout out for your channel on the ue4 subreddit as I think your doing a great job and deserve more attention. I dont have any major swagger with the ue4 community or anything but I hope the post helps in some way and that your channel success helps motivate you to make even more shader stuff :)

    • @BenCloward
      @BenCloward  4 года назад +2

      Really appreciate the share, Ryan. That's great!

  • @mitu_pinju
    @mitu_pinju 4 года назад +8

    I would have never imagined this in my whole life. Thanks a lot!!

  • @azagoruyko
    @azagoruyko 2 года назад +2

    Great pleasure to see your lessons and repeat after you. Thank you very much!

  • @jesseg.3371
    @jesseg.3371 3 года назад +3

    Bro you are fantastic at teaching and explaining and your speed is on point lol some people are really fast!
    Please keep them coming! You are a HUGE help!

  • @chrispetersen3613
    @chrispetersen3613 3 года назад +1

    Thank you, what did we do to deserve these great tutorials.

  • @sebastianbastian9933
    @sebastianbastian9933 3 года назад +2

    I just found your channel and this is really the stuffs I have looked for! Thanks!

  • @MrHuman-iy5lw
    @MrHuman-iy5lw 3 года назад +1

    there are so many people grateful for you include me.
    thank you so much

  • @ErikBorchersVR
    @ErikBorchersVR Год назад

    Great video Ben 🙂 Thank you.

  • @ChildOfTheLie96
    @ChildOfTheLie96 4 года назад +4

    @10:41 I love how the drop synced to the effect's premier lol

  • @antoinedevldn
    @antoinedevldn 3 года назад +1

    Relaxing, calming and very well explained! :)

  • @fracturedfantasy
    @fracturedfantasy 2 года назад

    Excellent break down from simple to more complex through the progression of the video. I wouldn't have imagined this is how the effect was created. Thinking about how I can apply snow and wind based on some previous tutorials.. I'll give that a go. 🌿

  • @turalmemmedov3648
    @turalmemmedov3648 4 года назад +2

    This effect reminds me Watch Dogs 1 leafs movement. May be I am wrong but even RDR2 leafs are just gradient map moving of whole branch polygons. I almost decided to make LOD0 tree with individual leafs for movement like this for my VR project but your video saved my forest map :D Thank you very much again.

  • @altycoggydeer
    @altycoggydeer 4 года назад +2

    Magical! You`re so inventive!

  • @openworldgamedevjontyin2242
    @openworldgamedevjontyin2242 3 года назад +1

    REALLY REALLY HELPFUL ... THANK YOU SOO MUCH

  • @lenxie4501
    @lenxie4501 2 года назад +1

    if the branch and leaves are rendered from offline renderer like vray, you can have render aov or elements, different colors for different leaves, gradient between leaf root and tip, even motion vectors . then use them with this tutorials technique, it's going to look amazing.

  • @EeVeE3D
    @EeVeE3D 2 года назад

    Great tutorial 👍

  • @abilalp9104
    @abilalp9104 3 года назад +1

    thanks mr Ben

  • @AadilSharifDotNetDeveloper
    @AadilSharifDotNetDeveloper 2 года назад

    FOA
    Thank you so much for the tutorial. I have a question please. What if we want to use a custom normal map (normal map of branch texture) with this setup? Where would that fit?

    • @AadilSharifDotNetDeveloper
      @AadilSharifDotNetDeveloper 2 года назад +1

      Never mind. You already answered this in next video. Thank you so much for this tutorial Ben.

  • @devjitpaul1191
    @devjitpaul1191 Год назад +1

    me at the start of the video : cool, we can sway the branch clusters in ue4??
    me at 10:41 : 😮 then 🤯

  • @AvB.83
    @AvB.83 2 года назад +1

    I think I learned more about materials in UE in the last 15 minutes than in the 3 weeks before 😅 One thing confues me though... For the mask, you split the components and then add them back together in the next step, what is the reason behind that?

    • @brandonmackey1414
      @brandonmackey1414 9 месяцев назад +2

      I'm very late to this, but for anyone still wondering, it's because the mask texture is a 3Vector, and the texture coordinates node outputs a 2Vector. And you can't add a 2vector to a 3vector. So splitting the components and then adding them together lets you convert the mask texture information to a 2vector, which you can then add to the texture coordinates.

  • @yuxinyao8178
    @yuxinyao8178 4 года назад +1

    Thanks a lot!!

  • @NexysStormcloud
    @NexysStormcloud 4 года назад +3

    why not to use RG channels to set direction and BA to manipulate time (speed & offset)?

    • @BenCloward
      @BenCloward  4 года назад +1

      That's a cool idea. Thanks!

  • @artwizardsam3238
    @artwizardsam3238 3 года назад +2

    Wouldn't it be easier to make the animated leaves in a program like After Effects and just bring the animated texture in the material? I really want to know if that can be done.

    • @BenCloward
      @BenCloward  3 года назад +3

      The advantage of the method I'm showing here is that it uses very little additional texture memory. If I understand your suggestion correctly, you would be rendering out individual frames of the looping leaf wiggle animation. That would either require a very large atlas texture (flipbook texture) or lots of individual frames. Either way, it's a lot more texture memory - and probably not worth it. But it would look nice!

    • @artwizardsam3238
      @artwizardsam3238 3 года назад +1

      @@BenCloward I see. Thanks for the quick response sir.

  • @baorichard4345
    @baorichard4345 4 года назад +2

    This is soooooooooooooo good!!!!!!!!!!!

  • @froggyworld
    @froggyworld 3 года назад

    Hi Ben, thanks for this amazing tutorial. I find that my shaders by default seem to have 30 or more so intructions than the shaders youre making. Ive followed all of your previous videos up until this one. Do you have any ideas why this might be happening?

  • @plastictouch6796
    @plastictouch6796 3 года назад +1

    intro music slaps

  • @AlwasysAnotherHotDay
    @AlwasysAnotherHotDay 4 года назад

    Thanks Ben for sharing so much! I really understand alot from watching your video. I saw some video people used Pivot Painter is it the process the same as this method?

    • @BenCloward
      @BenCloward  4 года назад +3

      Pivot Painter is for moving the vertices. This technique is for animating the UVs. They both accomplish similar goals. I'd recommend using both techniques together if you have the performance budget for it.

  • @AliRaza-wn9ot
    @AliRaza-wn9ot 11 месяцев назад

    Hi Sir! The shader on my side has 240 instructions How can I optimize it. means there are same nodes used as you used in the shader but it is less than 150 instructions on your side

  • @Redvil01
    @Redvil01 Год назад

    Where do we get the tree model? Don't we have to use the same tree if we're using your texture?

  • @dylanteter7896
    @dylanteter7896 3 года назад

    Hi Ben, still trying to understand all the different functions and how to manipulate this in different ways. How would I go about having some leaves moving in different directions? The sine wave makes them all go from 0,0 to 1,1. I'm trying to make more of a random non-repeating pattern like we did in your distortion shader earlier. But I'm getting a lot of problems with Float2 and Float3 not working well together and just overall struggling a bit to grasp the concepts.

    • @SirRebonack
      @SirRebonack 3 года назад

      Multiply each leaf offset with (1.0, 1.0), (-1.0, 1.0) and (1.4, 0.0) vectors before adding them together with the texture coordinates. By default if you add a scalar to a Vector2 you add to both components causing the diagonal movement.

    • @SirRebonack
      @SirRebonack 3 года назад

      You can also use time to sample a (low res) noise texture for a pseudo random movement instead of using sine. Possibly there's a node built in for that.

    • @dylanteter7896
      @dylanteter7896 3 года назад

      @@SirRebonack Thanks for the suggestion. I'm very new to shaders and the noise function was exactly what I was looking for.

  • @husseinabdulla
    @husseinabdulla Год назад

    where the video for leafs onley? because i have leafs witl alpha

  • @stormstudios1
    @stormstudios1 2 года назад

    why dont you just use simple grass wind node

  • @nfrancisj2122
    @nfrancisj2122 4 года назад +2

    Augh.. those normal purists, a bunch of stiffs.

  • @blakegt.7326
    @blakegt.7326 3 года назад

    Not working right, for some reason my leaves disonect from their branches, and moving separated from them.

    • @BenCloward
      @BenCloward  3 года назад +1

      With the mask that you paint, you can define exactly what moves and what doesn't - so if there's an area where it's moving and you don't want it to move, just erase the red/green/blue from the mask in that spot.

  • @chrispetersen3613
    @chrispetersen3613 3 года назад +2

    I hope I never meet a normal map purist