I know pretty much every comment is saying your amazing, but holy fuck you really are for these tutorials. This is enabling my passions for creating worlds.
Using this sparingly is probably the best idea. It makes a big difference in performance when enabling/disabling parallax occlusion in modern video games.
This isn't Parallax occlusion (which is a seperate function I'll cover later) it simply just distorts the UV's depending on the camera angle - basically just as expensive as a Fresnel function I believe. So it's actually quite cheap :)
I just realized this could be a cool way to add ocean surface caustics from a singlelayerwater node. It would have the appearance of depth without actually projecting onto the geo below.
I know this is a year old but I've recently found an issue with using bump offset and changing the camera's FOV. It alters the way the effect is perceived. Is there a straight forward way to make the effect FOV independent?
Hey i just started deus ex human revolution. There are lots of windows that have this fake depth, with people sillhouettes inside. It clicked why this tutorial is so useful for mapmaking.
For anyone stumbling across this: The solution was to create a TextureCoordinate node, choose the tiling there, then add it to the texture (A over B) after the divide. I did this for every texture, including the normal map.
Your video looks highly informative, but couldn't hear what you were saying because of the background music. You might consider not using music when you are saying things your viewers need to hear. Thx for making the video.
thats not even close to how it looks when i try the exact same thing. If you move the camera the image slides all over and looks terrible, also if your using traditional uv tiling, but have your textures atlased, there is no way to get the image to line up perfectly as it will only tile so far before a grey blurry band appears around the midway point on any mesh. Also, if your doing tesselation or displacement in ue5 through use of the world pos offset, pixel depth, and displacement inputs, this will throw those way off in terms of vertex surface location. overall mate this video isnt very informative is what im sayin, you do have some good videos but i feel like you kinda glossed over things that were important to know with this node. There is also an advanced version of the node which i was hoping youd cover mostly. all this is just my own opinion and food for thought when explaining a different node.
If the texture is sliding around everywhere, then you've done something wrong. This does work with any and all UV mapping methods, whether they're tiling, world-aligned, or unique UVs. If you'd post a screenshot with your material I'm sure we can find out what's going wrong. As for displacement, these are not supposed to be used together. BumpOffset is supposed to be an extremely cheap replacement for the prior methods. When you try something yourself and it doesn't look like the video, the proper thing to do is to ask for help politely to see what you did wrong or what you missed.
"There has to be a cheap way to make my textures look less flat" - Me literally three hours before you uploaded your video. Thanks man!!
Hahaha the universe is funny like that. Glad this helped!
I know pretty much every comment is saying your amazing, but holy fuck you really are for these tutorials. This is enabling my passions for creating worlds.
Haha I'm glad you're finding the videos useful! Thank you :)
Very helpfull! & That Ice material at the end is incredible.
Cheers Eden :) I had a lot of fun creating it! I love working out puzzles like that haha
You have quickly become my favourite channel for Materials and shaders in UE.
You truly do make incredible tutorials that are clear and easy to follow. I normally don't comment on videos but your tutorials are amazing!
Really very nice tutorial i can use it for many things like eye, frozen lake, some insects,... Etc. Thank you so much
This seems like a simple way to make parallax windows for some distant models. Thanks!
Yep! Exactly haha
the vibe to your channel is amazing, feels kinda like zelda but I'm learning Unreal from you, badass!!! good job man!
Where have you been all my life man? you make my life way easy, thanks a lot 😱😁
Clear, practical and concise as usual! Thanks!
This is really cool, really nice to do some parallax :D, and parallaxes are epic
Haha parallax is awesome, especially when you can fake it :D
This is so interesting, nice tutorial again Charlie!
No worries Raul! Hope this comes in handy for you :)
crazy charlie , your just crazy hahaha :D damn your flying trough unreal like a breeze.. well played sir
Haha some Unreal per day keeps the smoothbrain at bay!
Using this sparingly is probably the best idea. It makes a big difference in performance when enabling/disabling parallax occlusion in modern video games.
This isn't Parallax occlusion (which is a seperate function I'll cover later) it simply just distorts the UV's depending on the camera angle - basically just as expensive as a Fresnel function I believe. So it's actually quite cheap :)
@@PrismaticaDev - Oh dang, then I'm gonna put this stuff all over my games then lmao thanks
I just realized this could be a cool way to add ocean surface caustics from a singlelayerwater node. It would have the appearance of depth without actually projecting onto the geo below.
Very true! That would be a perfect use case.
Good video as always my dude!
Thanks legend
Your videos are gold nuggets :D thanks for sharing, I really appreciate it
You're welcome Ashley! Hope you find a lot of use for this one :)
One does not simply hear old school Runescape music and not be affected
Awesome guide as always. Thanks a lot
No worries at all :) Happy to serve!
This is gold, just awesome! Subscription successfully done 😊
Very useful I was thinking that World displacement is the only way to do that but this is way better 🤠
Me too! I'll be doing a video on tessellation/displacement and also Parallax occlusion, but this method is by far the cheapest of the 3.
Dude, you rule on this! Insane your offset of 4x4 multiverse grids! hahahaah
How do I find the mask (RG)?
Its called Component Mask
Good stuff Charlie
Cheers Andy :)
GREAT TUTORIAL!
Oh man that’s super cool
Super useful little node for a bunch of stuff! Haha
Nice explanation, thanks. I can think of a cool way to fake window/frame thickness now :D
Great idea!! Will save a lot of vertices haha
These are excellent.
what is mask r g? I cant find that anywhere
for real lmao
I know this is a year old but I've recently found an issue with using bump offset and changing the camera's FOV. It alters the way the effect is perceived. Is there a straight forward way to make the effect FOV independent?
Wow, cool node
SO COOL!
That Rs music
Very nice!
Glad you think so :)
love it
What is that music? really really reminds me of Final Fantasy.
Ps these videos are awesome! Keep going!
It's the OldSchool RuneScape soundtrack! Very very nostalgic haha
I've seen the souls under the ice parallax in a bunch of your videos but I haven't come across how you did it yet? Do you have a video tutorial on it?
Hey i just started deus ex human revolution. There are lots of windows that have this fake depth, with people sillhouettes inside. It clicked why this tutorial is so useful for mapmaking.
Great work
How can I get this for layered blends to work, for example in my landscape material.
Love this! How would I tile/scale whatever texture I use though? :)
For anyone stumbling across this: The solution was to create a TextureCoordinate node, choose the tiling there, then add it to the texture (A over B) after the divide. I did this for every texture, including the normal map.
@@LynxWatcher Glad you found the solution! :) It's important for the bumpoffset texture and the one you're affecting to have the same UV coords
I use this to make it look like there's a lightbulb shining behind a lampshade
mas o menos, creo, señor prismo
still usefull with lumen ?
GOOOOOOOOOOOOOOOOOOOOOOOOOOOD1
Now I want to try bilion things with this :D
Haha the possibilities are endless! It's definitely one of my favourite tools.
Очень хорошо! Большое спасибо!
Where is the cat?
Which one?? Haha they were all outside when I filmed this unfortunately :(
Nice comment
VERY nice!!
!!!👍🏼!!!
学到了
Your video looks highly informative, but couldn't hear what you were saying because of the background music. You might consider not using music when you are saying things your viewers need to hear. Thx for making the video.
This didn't work for me at all. Followed all of the steps :(
Feel free to post some screenshots in our discord and we can help you out :)
thats not even close to how it looks when i try the exact same thing. If you move the camera the image slides all over and looks terrible, also if your using traditional uv tiling, but have your textures atlased, there is no way to get the image to line up perfectly as it will only tile so far before a grey blurry band appears around the midway point on any mesh. Also, if your doing tesselation or displacement in ue5 through use of the world pos offset, pixel depth, and displacement inputs, this will throw those way off in terms of vertex surface location. overall mate this video isnt very informative is what im sayin, you do have some good videos but i feel like you kinda glossed over things that were important to know with this node. There is also an advanced version of the node which i was hoping youd cover mostly. all this is just my own opinion and food for thought when explaining a different node.
If the texture is sliding around everywhere, then you've done something wrong. This does work with any and all UV mapping methods, whether they're tiling, world-aligned, or unique UVs. If you'd post a screenshot with your material I'm sure we can find out what's going wrong.
As for displacement, these are not supposed to be used together. BumpOffset is supposed to be an extremely cheap replacement for the prior methods.
When you try something yourself and it doesn't look like the video, the proper thing to do is to ask for help politely to see what you did wrong or what you missed.