Some things that were missed apologies :( -The Life time of the rain should be 0.1for min and 0.3 for max -Make sure that you are on unreal 5.3 for the view recycler to work
I love the style of teaching. Especially because I had never worked with substance designer it was easy to follow along. I would like to learn to make a burning witch with disintegration effect if possible! Trying to make a short with that effect, if you can would be cool. Love this substance designer to unreal style contents! If you can please add math or reasoning behind why you choose that node so we know the logic as well instead of just the nodes
Thank you. I really appreciate it the kind words. I'm really glad you are enjoying the videos. I can do some experiments and see what I can come up with for disintegration 😁 I will try to keep that in mind and explain the node and logic. The problem is that sometimes, that would make the videos a bit longer, so I'm still figuring out a good balance.
@@mad-vfx I would rather watch a long form content that is well explained because not a lot of people are doing it. People are just making how to do videos without explaining why or logic behind it. You have a great voice for teaching and it was not boring at all. Also another thing I like about your video is the fact that you include those experiments as well without editing and it helps a learner to understand what could fail or go wrong! And this makes your video authentic instead of stripping all the failing portion in the video edits. Helps the learner to relate with you. I do this as an instructional designer so giving you a little background about learner mindset
@@xrlearn Thank you so much i really appreciate you taking the time to write this feeback ❤ I will do my best to explaining the why and how behind what im doing.
It seems in 5.4 the "Execution Mode" for the Event handler no longer gives the option to detect collisions or even select a source :( EDIT: I found some other comments that said to turn on Persistence ID and add a "generate collision event" node and now it appears.
I got the raindrop splashes working on a flat basic material. Is there a way to make it work on a surface that already has normals? I was trying to add it to my street material that has normals but couldn't figure out how to keep its normals and have the ripples. I tried multiplying it in but didn't seem to work. Thanks for the awesome tutorial!
@@judgejames830 hey ! if u get an error like "Requires persistent ID" (the message is a bit longer but anyway), you have to go to your particles properties (the first box with the "+stage" icon in it) and turn on "Requires persistent IDs". I don't know if u had this issue but i got it so I thought this would help
It shouldn't be that expensive So in a game dev environment, I would make this in a different way -For the Ripples would add them to a shader but use a vertex color to add it to the environment that would allow me to use the brush for the puddles -For the particles system that i would add my Character BP and have that spawn on the character instead and not the world -for the post-process I would make it the same but I would add an indoor and outdoor behavior in BP i hope you find this helpful
Some things that were missed apologies :(
-The Life time of the rain should be 0.1for min and 0.3 for max
-Make sure that you are on unreal 5.3 for the view recycler to work
This is a very good deep dive video on rain. Thank you!
Thank you. im glad you liked it 😊
Thanks for the video, I'll try again today!
Amazing Work!
Thank you 😊
You are the reason its raining on my black parade man 🖤
Fantastic tutorial, I will always be grateful to your channel
Thank you so much I'm really glad nad grateful that you are enjoying the channel
This is amazing, thank you!
Glad you like it!
I love the style of teaching. Especially because I had never worked with substance designer it was easy to follow along. I would like to learn to make a burning witch with disintegration effect if possible! Trying to make a short with that effect, if you can would be cool. Love this substance designer to unreal style contents! If you can please add math or reasoning behind why you choose that node so we know the logic as well instead of just the nodes
Thank you. I really appreciate it the kind words. I'm really glad you are enjoying the videos.
I can do some experiments and see what I can come up with for disintegration 😁
I will try to keep that in mind and explain the node and logic. The problem is that sometimes, that would make the videos a bit longer, so I'm still figuring out a good balance.
@@mad-vfx I would rather watch a long form content that is well explained because not a lot of people are doing it. People are just making how to do videos without explaining why or logic behind it. You have a great voice for teaching and it was not boring at all. Also another thing I like about your video is the fact that you include those experiments as well without editing and it helps a learner to understand what could fail or go wrong! And this makes your video authentic instead of stripping all the failing portion in the video edits. Helps the learner to relate with you. I do this as an instructional designer so giving you a little background about learner mindset
@@xrlearn Thank you so much i really appreciate you taking the time to write this feeback ❤
I will do my best to explaining the why and how behind what im doing.
It seems in 5.4 the "Execution Mode" for the Event handler no longer gives the option to detect collisions or even select a source :(
EDIT: I found some other comments that said to turn on Persistence ID and add a "generate collision event" node and now it appears.
I got the raindrop splashes working on a flat basic material. Is there a way to make it work on a surface that already has normals? I was trying to add it to my street material that has normals but couldn't figure out how to keep its normals and have the ripples. I tried multiplying it in but didn't seem to work. Thanks for the awesome tutorial!
Hi Thank you for the kind words
Yes, you should be able to add it on top of it if I'm not mistaken you can join the discord and we can help there :)
for some reason im not seeing anything under source in the event handler on the omnidirectionalburst
Hey So you need to add a generate Collision event on the sources in my case it was hanging particle 001
@@mad-vfx thank you
if anyone else has the problem generate a collision event in the hanging particulates then go into the properties and enable persistent id
44:27 this does not work 5.3 the new node isn't picked up in the source list
Hey So you need to add a generate Collision event on the sources in my case it was on the hanging particle 001
hope this helps
@@mad-vfx I did have the collision event on the first hanging particle, I copied it like you did to create a 002
@@judgejames830 hmmm im honestly not sure
@@judgejames830 hey ! if u get an error like "Requires persistent ID" (the message is a bit longer but anyway), you have to go to your particles properties (the first box with the "+stage" icon in it) and turn on "Requires persistent IDs".
I don't know if u had this issue but i got it so I thought this would help
how much does this load the project as a whole, and will it be possible to apply it in the gamedev?
It shouldn't be that expensive
So in a game dev environment, I would make this in a different way
-For the Ripples would add them to a shader but use a vertex color to add it to the environment that would allow me to use the brush for the puddles
-For the particles system that i would add my Character BP and have that spawn on the character instead and not the world
-for the post-process I would make it the same but I would add an indoor and outdoor behavior in BP
i hope you find this helpful
I can't seem to apply the ripple texture as a normal. What is the type of texture you used for the ground?
Hey, so you just need to add the normal from height node. I just used a tga texture
@@mad-vfx It worked, thanks for answering my question :)))
can we download textures somewhere ?
unfortunately no