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!
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
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!
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 :)
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.
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. 🌿
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.
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?
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.
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.
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!
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
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?
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.
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.
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.
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?
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.
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?
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.
You're a great tutor, all of your tutorials are gems.
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!
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
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!
I would have never imagined this in my whole life. Thanks a lot!!
Great pleasure to see your lessons and repeat after you. Thank you very much!
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 :)
Really appreciate the share, Ryan. That's great!
Thank you, what did we do to deserve these great tutorials.
there are so many people grateful for you include me.
thank you so much
Great video Ben 🙂 Thank you.
I just found your channel and this is really the stuffs I have looked for! Thanks!
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.
@10:41 I love how the drop synced to the effect's premier lol
Relaxing, calming and very well explained! :)
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. 🌿
Magical! You`re so inventive!
me at the start of the video : cool, we can sway the branch clusters in ue4??
me at 10:41 : 😮 then 🤯
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.
Great tutorial 👍
REALLY REALLY HELPFUL ... THANK YOU SOO MUCH
thanks mr Ben
why not to use RG channels to set direction and BA to manipulate time (speed & offset)?
That's a cool idea. Thanks!
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?
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.
This is soooooooooooooo good!!!!!!!!!!!
where the video for leafs onley? because i have leafs witl alpha
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.
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!
@@BenCloward I see. Thanks for the quick response sir.
Thanks a lot!!
intro music slaps
Where do we get the tree model? Don't we have to use the same tree if we're using your texture?
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
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?
Never mind. You already answered this in next video. Thank you so much for this tutorial Ben.
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.
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.
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.
@@SirRebonack Thanks for the suggestion. I'm very new to shaders and the noise function was exactly what I was looking for.
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?
why dont you just use simple grass wind node
Not working right, for some reason my leaves disonect from their branches, and moving separated from them.
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.
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?
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.
I hope I never meet a normal map purist
Augh.. those normal purists, a bunch of stiffs.