Your channel is really helpful, I am a beginner in game design, I can only continue to work hard after watching the video, I really appreciate you. Because English is not good enough, I can only use translation, I hope you can understand , haha.
Amazing work as always Ben. Lately most of effects are leaning into this advanced Unity/Unreal shader templates (anisotropy, iridescence, sub surface scattering etc). I'd personally love to see how all of those actually work too. I think there would be a lot of added value to create those from scratch But I understand if it's too much for a single video
Yes, that's a good point. I've been showing how they work, but not really explaining the math behind them. The reason for that is because they deal with the lighting model - which is not something you can change or edit using nodes in the graph. In order to create them from scratch, I would just have to show people the code, and I don't think most in my audience would enjoy that. (Let me know if I'm wrong!) That's why I haven't talked about them until now - because I have been focused mainly on things you can do in the graph itself. But now I'm trying to expand out a bit and show people these settings that can also have an effect on the end result.
@@BenCloward I left a comment in the previous video about the lighting models as well. I used to work with custom engines like you used to, so I'm very interested personally. It can also help those of us using Unity URP since we can throw them into a .shader with the cost of writing some boilerplate (some of these features are HDRP only for now, and I don't think a lot of people would be using Amplify shaders)
@@BenCloward Eveything I learn here I apply in my custom hand written Unity shaders. That being said, I think you are actually right. It's probably not a good idea to do content about that since most people probably won't be interested o may be overwhelmed
Hey Ben, Great tutorial, as always! Could you please make another one - more in depth on how to create those flowmaps themselves? Is there a way to bake them like regular normal maps or is it better to create them in Substance Designer? Thanks!
Hey Ben! Great tutorial, as usual very informative :)! I'm not sure if this would be an interesting topic for others as well, but could you elaborate a bit more, what the Tangent input of the Unreal Shader is expecting? I was recently working on a a stylized hair shader with custom UV channel + flow map, that also has an anisotropic highlight. The shader itself works well for the most part, but has visual artefacts in a few areas and I think I am missing something about the Tangent input...
Just discovered your channel. Man I really hit the gold mine with this one. This is real premium content you're giving out for free. I pray that you encounter success in all of your endeavors 🤍. Subbed.
hi ben! great tip on circular brushed metals. for this effect I used to add a picture of a circular brushed metal with the anisotropic highlights already on it into the base color. feel stupid now! also what do you think of the new strata material ue added?
I’m getting ahead of myself because I think you also have a video on hair, but does most straight hair also have anisotropic highlighting? And, is a tangent map sort of interchangeable with a flow map, in terms of how they work and how they are used? Thanks again for the channel!!!
Yes, I do have a video about hair. Yes, straight hair does have anisotropic highlights (curly hair too!), and yes, tangent maps are similar to flow maps in that they both specify a direction along the surface. And you're welcome! Thanks for watching!
I've seen rocks that looked very dry and dusty looking, I don't know how to say this, but it looks like those rocks in the middle of the dessert. Perhaps this method can be used to get such result too?
I wouldn't use anisotropy for rocks, only for stuff that needs the spec highlights to bend in a specific way. I think you'd want to use a fresnel node to blend between the diffuse color of the rock, and another copy but color corrected to look brighter, and more colored like the dust color you want. In vray, you could use Sheen, which is great for dusty surfaces and fabrics, but in Unreal, I am thinking a fresnel node will fake this the best. Or maybe just rely on texturing the rocks to shade with higher roughness where the rock is more dusty.
this is the best channel about shader you can find on youtube
your channel is truely a gold mine. so much amazing knowledge, conveyed so that everyone can understand. thank you a lot!
Thank you! Glad it's helpful.
Love your tutorials Ben. Clear and easy to follow. Learning a lot from you.
Your channel is really helpful, I am a beginner in game design, I can only continue to work hard after watching the video, I really appreciate you.
Because English is not good enough, I can only use translation, I hope you can understand , haha.
Amazing work as always Ben. Lately most of effects are leaning into this advanced Unity/Unreal shader templates (anisotropy, iridescence, sub surface scattering etc). I'd personally love to see how all of those actually work too. I think there would be a lot of added value to create those from scratch
But I understand if it's too much for a single video
Yes, that's a good point. I've been showing how they work, but not really explaining the math behind them. The reason for that is because they deal with the lighting model - which is not something you can change or edit using nodes in the graph. In order to create them from scratch, I would just have to show people the code, and I don't think most in my audience would enjoy that. (Let me know if I'm wrong!) That's why I haven't talked about them until now - because I have been focused mainly on things you can do in the graph itself. But now I'm trying to expand out a bit and show people these settings that can also have an effect on the end result.
@@BenCloward I left a comment in the previous video about the lighting models as well. I used to work with custom engines like you used to, so I'm very interested personally. It can also help those of us using Unity URP since we can throw them into a .shader with the cost of writing some boilerplate (some of these features are HDRP only for now, and I don't think a lot of people would be using Amplify shaders)
@@BenCloward Eveything I learn here I apply in my custom hand written Unity shaders. That being said, I think you are actually right. It's probably not a good idea to do content about that since most people probably won't be interested o may be overwhelmed
Hey Ben,
Great tutorial, as always! Could you please make another one - more in depth on how to create those flowmaps themselves? Is there a way to bake them like regular normal maps or is it better to create them in Substance Designer?
Thanks!
Hey Ben. On the video you said you would post the textures on the description but i'm not seeing them. Hope to see you soon with your material series.
Hey Ben!
Great tutorial, as usual very informative :)! I'm not sure if this would be an interesting topic for others as well, but could you elaborate a bit more, what the Tangent input of the Unreal Shader is expecting?
I was recently working on a a stylized hair shader with custom UV channel + flow map, that also has an anisotropic highlight. The shader itself works well for the most part, but has visual artefacts in a few areas and I think I am missing something about the Tangent input...
Thanks, grate tutorial
not to be picky or something but didnt you said you will link texture in video description
stickers can be shared well individual circes
Can you explain how to achieve this result with the Built-in RP and URP? Thank you
Just discovered your channel. Man I really hit the gold mine with this one. This is real premium content you're giving out for free. I pray that you encounter success in all of your endeavors 🤍. Subbed.
Do you have tips for creating anisotrophic metal in Unitys URP?
hi ben!
great tip on circular brushed metals. for this effect I used to add a picture of a circular brushed metal with the anisotropic highlights already on it into the base color. feel stupid now!
also what do you think of the new strata material ue added?
I was literally just working on a brushed metal shader and this pops up 👀
Nice! I hope it helps!
@@BenCloward It did. I had no idea about the anisotropy having that affect
Is it possible to fake the anisotropy using a gradient texture?
Nice!
maybe a leather shader?
What software do you use to create the tangent maps?
我也想知道 怎么做切线图
I’m getting ahead of myself because I think you also have a video on hair, but does most straight hair also have anisotropic highlighting? And, is a tangent map sort of interchangeable with a flow map, in terms of how they work and how they are used? Thanks again for the channel!!!
Yes, I do have a video about hair. Yes, straight hair does have anisotropic highlights (curly hair too!), and yes, tangent maps are similar to flow maps in that they both specify a direction along the surface. And you're welcome! Thanks for watching!
How to generate tangent maps
I've seen rocks that looked very dry and dusty looking, I don't know how to say this, but it looks like those rocks in the middle of the dessert. Perhaps this method can be used to get such result too?
I wouldn't use anisotropy for rocks, only for stuff that needs the spec highlights to bend in a specific way. I think you'd want to use a fresnel node to blend between the diffuse color of the rock, and another copy but color corrected to look brighter, and more colored like the dust color you want. In vray, you could use Sheen, which is great for dusty surfaces and fabrics, but in Unreal, I am thinking a fresnel node will fake this the best. Or maybe just rely on texturing the rocks to shade with higher roughness where the rock is more dusty.
goes to a video on how to make an anisotropic highlight,
this guy: "set to anisotropic",
feels bad man