I will probably do a advanced version of fake fluid in future, but for now I can say that the best way to do it will be with raymarching written in HLSL, and maybe physics calculation in blueprints/c++ if we want to add physics to it. So it is way more complex task :D
Hi, the easiest way would be something like this: - Make your object part of a blueprint - Create dynamic instance of your material - Send up vector direction from BP to Material instance - Set this vector as a virtual plane normal axis You can also try to use mesh orientation node in materials but its not perfect, It doesn't see Z rotation if I remember correctly. I hope it helps, happy Christmas!
your video is nice👍, but it's not a tutorial😅, because a tutorial shows the creation from A to Z, and there you just show the nodes that you used, I would like you to show us on a basic or imported object the creation of your texture, explaining the usefulness of each node.
Hi, I’ve decided to skip showing the process of adding each node so I can focus more on explaining what the nodes actually do. It’s also helping me break the language barrier. Next time, I’ll try to focus more on explaining each node in detail
ok, I still think it's not the best way to explain because you seem to be getting sidetracked, I've never seen a tutorial like that and I have trouble understanding, I'm French and I have a bit of trouble with English, but if the video is put together correctly I understand, but here you're going backwards you seem to be forgetting some nodes, and personally I find it more effective to see the construction process, if we just explain there's less chance of making everyone understand.😅
Great video! I would love to see an advanced version of this where the fake plane can be displaced to have actual waves, instead of only normals.
I will probably do a advanced version of fake fluid in future, but for now I can say that the best way to do it will be with raymarching written in HLSL, and maybe physics calculation in blueprints/c++ if we want to add physics to it. So it is way more complex task :D
@@UnrealLearn Thanks for the answer :) I‘ll look into that 👍
This is a gem! Thank you!
This is crazy effect. I never knew this was possible. Tnx for sharing your knowledge.
nice
love it
Great video!
Thanks!
Thanks for the tutorial.
Please tell me, I want to rotate an object with liquid, but it rotates incorrectly.
How can I solve this?
Hi, the easiest way would be something like this:
- Make your object part of a blueprint
- Create dynamic instance of your material
- Send up vector direction from BP to Material instance
- Set this vector as a virtual plane normal axis
You can also try to use mesh orientation node in materials but its not perfect, It doesn't see Z rotation if I remember correctly.
I hope it helps, happy Christmas!
@@UnrealLearn Thank you, Merry Christmas!
What should i do if i want to use it in a box shape mesh?
You need to create box mask instead of sphere mask
your video is nice👍, but it's not a tutorial😅, because a tutorial shows the creation from A to Z, and there you just show the nodes that you used, I would like you to show us on a basic or imported object the creation of your texture, explaining the usefulness of each node.
Hi, I’ve decided to skip showing the process of adding each node so I can focus more on explaining what the nodes actually do. It’s also helping me break the language barrier. Next time, I’ll try to focus more on explaining each node in detail
ok, I still think it's not the best way to explain because you seem to be getting sidetracked, I've never seen a tutorial like that and I have trouble understanding, I'm French and I have a bit of trouble with English, but if the video is put together correctly I understand, but here you're going backwards you seem to be forgetting some nodes, and personally I find it more effective to see the construction process, if we just explain there's less chance of making everyone understand.😅