Bump Offset Node | 5-Minute Materials [UE4]

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  • Опубликовано: 25 дек 2024

Комментарии • 83

  • @maentesinc2100
    @maentesinc2100 3 года назад +26

    "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!!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Hahaha the universe is funny like that. Glad this helped!

  • @BlackVulpes
    @BlackVulpes 2 года назад +5

    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.

    • @PrismaticaDev
      @PrismaticaDev  2 года назад

      Haha I'm glad you're finding the videos useful! Thank you :)

  • @brokenhandle
    @brokenhandle 3 года назад +4

    Very helpfull! & That Ice material at the end is incredible.

    • @PrismaticaDev
      @PrismaticaDev  3 года назад

      Cheers Eden :) I had a lot of fun creating it! I love working out puzzles like that haha

  • @scav3167
    @scav3167 2 года назад +5

    You have quickly become my favourite channel for Materials and shaders in UE.

  • @SidneyJemison
    @SidneyJemison 3 года назад +4

    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!

  • @musigool
    @musigool Год назад +3

    Really very nice tutorial i can use it for many things like eye, frozen lake, some insects,... Etc. Thank you so much

  • @noahprince100
    @noahprince100 2 года назад +2

    This seems like a simple way to make parallax windows for some distant models. Thanks!

  • @ArmandoLaredoTV
    @ArmandoLaredoTV 11 месяцев назад

    the vibe to your channel is amazing, feels kinda like zelda but I'm learning Unreal from you, badass!!! good job man!

  • @modz7014
    @modz7014 3 года назад +1

    Where have you been all my life man? you make my life way easy, thanks a lot 😱😁

  •  3 года назад +4

    Clear, practical and concise as usual! Thanks!

  • @Fokkusu
    @Fokkusu 3 года назад +3

    This is really cool, really nice to do some parallax :D, and parallaxes are epic

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Haha parallax is awesome, especially when you can fake it :D

  • @raulblazquez6004
    @raulblazquez6004 3 года назад +2

    This is so interesting, nice tutorial again Charlie!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад

      No worries Raul! Hope this comes in handy for you :)

  • @felixmikolai7375
    @felixmikolai7375 3 года назад +2

    crazy charlie , your just crazy hahaha :D damn your flying trough unreal like a breeze.. well played sir

    • @PrismaticaDev
      @PrismaticaDev  3 года назад

      Haha some Unreal per day keeps the smoothbrain at bay!

  • @cybershellrev7083
    @cybershellrev7083 3 года назад +2

    Using this sparingly is probably the best idea. It makes a big difference in performance when enabling/disabling parallax occlusion in modern video games.

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +5

      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 :)

    • @cybershellrev7083
      @cybershellrev7083 3 года назад +1

      @@PrismaticaDev - Oh dang, then I'm gonna put this stuff all over my games then lmao thanks

  • @LFPAnimations
    @LFPAnimations 2 года назад +2

    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.

    • @PrismaticaDev
      @PrismaticaDev  2 года назад

      Very true! That would be a perfect use case.

  • @TheTrickyify
    @TheTrickyify 3 года назад +1

    Good video as always my dude!

  • @TheVortexPrime
    @TheVortexPrime 3 года назад +2

    Your videos are gold nuggets :D thanks for sharing, I really appreciate it

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      You're welcome Ashley! Hope you find a lot of use for this one :)

  • @jakeharlinski2934
    @jakeharlinski2934 Год назад +2

    One does not simply hear old school Runescape music and not be affected

  • @gehtsiegarnixan
    @gehtsiegarnixan 3 года назад +1

    Awesome guide as always. Thanks a lot

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      No worries at all :) Happy to serve!

  • @iajhy
    @iajhy Год назад

    This is gold, just awesome! Subscription successfully done 😊

  • @Alaabale
    @Alaabale 3 года назад +2

    Very useful I was thinking that World displacement is the only way to do that but this is way better 🤠

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      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.

  • @iTeleport3D
    @iTeleport3D 2 года назад +1

    Dude, you rule on this! Insane your offset of 4x4 multiverse grids! hahahaah

  • @edwinggomez5019
    @edwinggomez5019 2 года назад +3

    How do I find the mask (RG)?

    • @catboydale
      @catboydale Год назад

      Its called Component Mask

  • @AndrewByrnes1
    @AndrewByrnes1 3 года назад +1

    Good stuff Charlie

  • @etawil51
    @etawil51 11 месяцев назад

    GREAT TUTORIAL!

  • @evelynschwab7436
    @evelynschwab7436 3 года назад +1

    Oh man that’s super cool

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      Super useful little node for a bunch of stuff! Haha

  • @zy-blade
    @zy-blade 3 года назад +1

    Nice explanation, thanks. I can think of a cool way to fake window/frame thickness now :D

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Great idea!! Will save a lot of vertices haha

  • @Cadellinman
    @Cadellinman Год назад

    These are excellent.

  • @LiamTHiggins
    @LiamTHiggins 2 года назад +2

    what is mask r g? I cant find that anywhere

  • @DevGods
    @DevGods Год назад +1

    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?

  • @MAYANGIN
    @MAYANGIN 3 года назад

    Wow, cool node

  • @SilasMckeeIII
    @SilasMckeeIII Год назад

    SO COOL!

  • @Redinis
    @Redinis 2 года назад

    That Rs music

  • @Helthurian
    @Helthurian 3 года назад +1

    Very nice!

  • @RomarioDev
    @RomarioDev 3 года назад +2

    love it

  • @wildpawsdev4019
    @wildpawsdev4019 3 года назад +2

    What is that music? really really reminds me of Final Fantasy.
    Ps these videos are awesome! Keep going!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +3

      It's the OldSchool RuneScape soundtrack! Very very nostalgic haha

  • @DrLazerbeam
    @DrLazerbeam 2 года назад

    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?

  • @silverblank1139
    @silverblank1139 2 года назад

    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.

  • @gebrailfodred6911
    @gebrailfodred6911 2 года назад

    Great work

  • @buddelexperte5956
    @buddelexperte5956 3 года назад

    How can I get this for layered blends to work, for example in my landscape material.

  • @LynxWatcher
    @LynxWatcher 2 года назад +1

    Love this! How would I tile/scale whatever texture I use though? :)

    • @LynxWatcher
      @LynxWatcher 2 года назад +1

      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.

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +1

      @@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

  • @manonthedollar
    @manonthedollar Год назад

    I use this to make it look like there's a lightbulb shining behind a lampshade

  • @andresestevez2701
    @andresestevez2701 2 года назад

    mas o menos, creo, señor prismo

  • @DailyPaily
    @DailyPaily 2 года назад

    still usefull with lumen ?

  • @omarleyvaofficial
    @omarleyvaofficial 2 года назад

    GOOOOOOOOOOOOOOOOOOOOOOOOOOOD1

  • @kurvaosobne3897
    @kurvaosobne3897 3 года назад +1

    Now I want to try bilion things with this :D

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Haha the possibilities are endless! It's definitely one of my favourite tools.

  • @sandersuhan2978
    @sandersuhan2978 Год назад

    Очень хорошо! Большое спасибо!

  • @yagee
    @yagee 3 года назад +1

    Where is the cat?

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      Which one?? Haha they were all outside when I filmed this unfortunately :(

  • @FerlinDev
    @FerlinDev 3 года назад +1

    Nice comment

  • @MoTL13
    @MoTL13 2 года назад

    !!!👍🏼!!!

  • @hoyomax
    @hoyomax 2 года назад

    学到了

  • @larryjohnson3531
    @larryjohnson3531 2 года назад

    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.

  • @arielshtern4125
    @arielshtern4125 Год назад +1

    This didn't work for me at all. Followed all of the steps :(

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      Feel free to post some screenshots in our discord and we can help you out :)

  • @lordscith
    @lordscith Год назад

    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.

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      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.