Thank you for the amazing tutorial, truly brilliant! Could you create a version where the static drops could be random? As it is, they have a repetitive effect that doesn't look as good. It would be interesting to have static drops appearing in random places.
@@marcuselroy Unreal is not bad as game engine, but the fact everything just was there on the table for you, just kinda made my game dev life started getting boring, Sure unity lack many tools but I loved the fact I has to use my skills in a maximum amount of ways to make my own tools and custom things to make things faster, The optimization was also a big + Maybe in future I'll jump on unreal again, Somehow with unreal I stopped even working on my art side (bridge and the marketplace tend to give many assets and models) And I just want to swim in my old 3d artist routine (blender, zbrush, substance ~~) Unreal engine community is really awesome But not everyone talk about everything , on unity community side, people talk to much, and it's really good cause they almost talk even about problems and lags , bugs you have) So my computer was kinda is filled with unreal playlists I downloaded (yes, I literally downloaded even some channels to learn new topics in deep) And I kinda feel good in unity nowadays, *I tried godot, but the 3d is really bullshit* That's how things gone :( Well, in maybe 2 years after I'll go back in Unreal and I'll use both unity and unreal cause I learned C# since maybe years and years May God be with me
Thank you for sharing such valuable knowledge. There is a topic I would like to know. How is "emissive color" implemented on lower level? Is it always requiring post-process effect for the entire scene or is it possible to make this "bloom" chemistry in the shader for one object? Thank you.
offset UVcoord like this?! this trick is GOLD, it bring so much possibilities for creating cool stuff, thank you so much ;) Oh, I seen you usually use "Multiply" and "Add" node to re-range normal map values in UE, I wanted to point out there is a good alternative for this action called (ConstantBiasScale) node, basically it have both "multi" and "add" in one node.
Excellent work! I've been trying to mimic this effect but I'm finding my self stuck due to lack of knowledge for post process effects. Could you apply a mask of sorts to the post process effect in order to give the effect of a gas mask? Thank you for your time!
For a gas mask honestly it's better to make a texture on photoshop, add some blur effects and everything and simply draw the 2D texture on screen, no need to create a shader for that.
Hi, thank you for taking the time to make this video. I have two errors, SM6 (Node Add) Invalid input types: Float2, Float4 & Arithmetic between types float2 & float 4 are undefined. Any ideas? I would appreciate the help.
Hello. Thanks for the tutorial. I think something is up with the rain_drips texture image. In your tut it shows as linear color, on my side it shows up as color. The output following the *6, -3 operation is different, I get a black output.
in UE can the drip effects apply to a material / mesh instead of the camera? I am doing an archiviz screen and this is exactly what i want to achieve on the windows when looking from the interior. thanks in advance!
I think I would probably do something different for sand. Rain drops are transparent so they cause refraction/distortion of the image behind them, but sand is opaque and the grains are tiny.
Rough idea for sand, assuming you don't want the sand to stick indefinitely: Use a noise texture and add the time to it. Take the fractional part and run it through a step/smoothstep function. The result can be used as a mask for a sand texture / color that gets blended with your scene. WIth the smoothstep parameters, you can control how long an individual grain of sand sticks to the lens which eventually influences the density of the effect. You might need to run the noise texture through some nodes first, to make larger grains but that's something you probably need to experiment with.
Hello Ben I had a small issue when I expand the NORMAL RANGE to MULTIPLY BY 6 / ADD -3 The result is just BLACK as if it's completely cancelling the range. Wasn't sure what was happening there. It's weird though because it looks fine IN GAME but in the shader editor node preview it shows BLACK, although in your node preview you are able to see the contrasted normal result.
I was looking for another combination of you shader you created. Especially for VR if you for example look into a hot steaming engine/turbocharger. First you screen will bee blurred of the steam (small micro drops). Then they merge to bigger ones and then dripp downward, till the screen is clean again (variable properties for timing each section in inspector would be a big pro)
Hey thanks for all the videos! I have a question on another topic. I was trying to speed up a shader in real time but changing the speed (speed float connected to multiply with a time node which later connects to an add and then a sine node) doesn't work, i think it restarts the shader animation after each value change, i'm not sure. Do you have any helpful tips?
I've run into this problem as well. It doesn't work to change your speed multiplier dynamically while the shader is running. You end up with weird, stuttery-looking movement. In order to do this correctly, you need to use a value that represent the amount that time has changed from one frame to the next. It's called DeltaTime. Unfortunately, I haven't done this in Unreal myself, so I can't explain how to do it, but that info might give you a place to start your search.
For the rain drips texture, you can paint the rain normals by starting with the black background and painting the curvy drop paths on it using a soft paint brush, so the result is a height map. After painting the paths, use the image offset tool to move the bottom and top of the image to the middle and repaint the paths so that the bottom and top connect with each other. Then you can use Nvidia's plugin in Photoshop, or the Normal node in Substance Designer to convert the drip height map to a normal map. That will give you the data for the red and the green channels. For the blue channel, you can just use the height map itself, and for the alpha channel, just create vertical rectangle shapes and fill them with various shades of grey.
Looks really similar to the rain drops/puddles series you did. (though I had some problems with that one, rain drops not showing up and drips screaking where they shouldn't.) I'll give this a go. Do you, (or anyone else in these comments) know a good tutorial for rain particles? I don't really like relying on the ultra dynamic sky package.
Hi, will you ever show how to create textures like that? I already asked on 53 episode but in case it goes missing in the sea of comments I'm asking again 😂 would love to see how to create such textures, possibly even for other effect, also can we use those textures in our projects? What's the license on them?
For some reason in UE5 when I add in the Lerp to vary the panning speeds my results gets really noisy and pixelated. Only if I skip multiplying that in does it look good but then all the drips scroll at the same speed.
Sure. Using Google Chrome, right click on the link for the texture and select "Save link as..." and then choose where you want to save it. It should work fine.
Really cool, but should't be the waterdrops be "off-focus"? I mean the lens are focused to the outer world, and the raindrops on camera lens should be blurred.
I know im kinda late to this but you could just take the scene color, raise the LOD, and use that where ever there is water using a lerp node and a mask that includes all of the water droplets, then plug em in.
Thank you for the amazing tutorial, truly brilliant! Could you create a version where the static drops could be random? As it is, they have a repetitive effect that doesn't look as good. It would be interesting to have static drops appearing in random places.
this series has so much great knowledge, thank you for sharing!
Thanks buddy!! Realy helpful tutorial!!! Appreciate!
best tutorials ever on this channel
Omg been looking for something like this for a long time! Can’t wait to watch when I have time.
Thank you so much!!! I have learned a lot!!!!!! Really appreciate your amazing tutorials and clear explanations!!!
I've watched your videos since long and I love that you mix unreal and unity (I just quit unreal so... I like the fact you make also unity videos)
What made you quit Unreal?
@@marcuselroy
Unreal is not bad as game engine, but the fact everything just was there on the table for you, just kinda made my game dev life started getting boring,
Sure unity lack many tools but I loved the fact I has to use my skills in a maximum amount of ways to make my own tools and custom things to make things faster,
The optimization was also a big +
Maybe in future I'll jump on unreal again,
Somehow with unreal I stopped even working on my art side (bridge and the marketplace tend to give many assets and models)
And I just want to swim in my old 3d artist routine (blender, zbrush, substance ~~)
Unreal engine community is really awesome
But not everyone talk about everything , on unity community side, people talk to much, and it's really good cause they almost talk even about problems and lags , bugs you have)
So my computer was kinda is filled with unreal playlists I downloaded (yes, I literally downloaded even some channels to learn new topics in deep)
And I kinda feel good in unity nowadays,
*I tried godot, but the 3d is really bullshit*
That's how things gone :(
Well, in maybe 2 years after
I'll go back in Unreal and I'll use both unity and unreal cause I learned C# since maybe years and years
May God be with me
Awesome tutorial thanks, your videos are super helpful
Thank you for sharing such valuable knowledge.
There is a topic I would like to know. How is "emissive color" implemented on lower level? Is it always requiring post-process effect for the entire scene or is it possible to make this "bloom" chemistry in the shader for one object? Thank you.
Thanks you for this amazing tutorial very usefull for student like me, great job !
offset UVcoord like this?! this trick is GOLD, it bring so much possibilities for creating cool stuff, thank you so much ;)
Oh, I seen you usually use "Multiply" and "Add" node to re-range normal map values in UE, I wanted to point out there is a good alternative for this action called (ConstantBiasScale) node, basically it have both "multi" and "add" in one node.
Thanks for the ConstantBiasScale tip! I need to get used to using that.
Thanks, grate tutorial
Great stuff, more unity content please!!
I think Still Wakes The Deep uses your wetness shader on windows. It's visible right in the first room of the game.
Excellent work! I've been trying to mimic this effect but I'm finding my self stuck due to lack of knowledge for post process effects. Could you apply a mask of sorts to the post process effect in order to give the effect of a gas mask? Thank you for your time!
For a gas mask honestly it's better to make a texture on photoshop, add some blur effects and everything and simply draw the 2D texture on screen, no need to create a shader for that.
Hi, thank you for taking the time to make this video. I have two errors, SM6 (Node Add) Invalid input types: Float2, Float4 & Arithmetic between types float2 & float 4 are undefined.
Any ideas? I would appreciate the help.
Thanks a lot 👍
Can this be applied to a glass material? For a rainy window?
Yes
Hello. Thanks for the tutorial. I think something is up with the rain_drips texture image. In your tut it shows as linear color, on my side it shows up as color. The output following the *6, -3 operation is different, I get a black output.
Did you uncheck the sRGB box in the texture's settings in the engine?
@@BenCloward ah that's it!
Awesome Tutorial !
Can you make a Tutorial how to make this Texture ?
I would Love to know how to create such maps.
So, the Pools game definitely use your materials)
in UE can the drip effects apply to a material / mesh instead of the camera? I am doing an archiviz screen and this is exactly what i want to achieve on the windows when looking from the interior. thanks in advance!
This video shows how to add drips to objects. It's pretty similar: ruclips.net/video/rhlV4okjkiA/видео.html
Would the same principle apply if I wanted to simulate sand hitting the lens? For example, a sandstorm brewing in the background.
I think I would probably do something different for sand. Rain drops are transparent so they cause refraction/distortion of the image behind them, but sand is opaque and the grains are tiny.
Rough idea for sand, assuming you don't want the sand to stick indefinitely:
Use a noise texture and add the time to it. Take the fractional part and run it through a step/smoothstep function. The result can be used as a mask for a sand texture / color that gets blended with your scene. WIth the smoothstep parameters, you can control how long an individual grain of sand sticks to the lens which eventually influences the density of the effect.
You might need to run the noise texture through some nodes first, to make larger grains but that's something you probably need to experiment with.
@@DFYX Thanks DFYX! This is way above my pay grade, but will do my best to follow what you wrote!
This works nice in VR?
how to make this effect to an object in unity?
instead of showing rain drops on lens , I want to show them on specific transparent glass surface , how to achieve it?
Hello Ben
I had a small issue when I expand the NORMAL RANGE to MULTIPLY BY 6 / ADD -3 The result is just BLACK as if it's completely cancelling the range. Wasn't sure what was happening there.
It's weird though because it looks fine IN GAME but in the shader editor node preview it shows BLACK, although in your node preview you are able to see the contrasted normal result.
I'm having this same issue, were you able to find a solution?
I was looking for another combination of you shader you created.
Especially for VR if you for example look into a hot steaming engine/turbocharger.
First you screen will bee blurred of the steam (small micro drops). Then they merge to bigger ones and then dripp downward, till the screen is clean again (variable properties for timing each section in inspector would be a big pro)
Hey thanks for all the videos! I have a question on another topic. I was trying to speed up a shader in real time but changing the speed (speed float connected to multiply with a time node which later connects to an add and then a sine node) doesn't work, i think it restarts the shader animation after each value change, i'm not sure. Do you have any helpful tips?
I've run into this problem as well. It doesn't work to change your speed multiplier dynamically while the shader is running. You end up with weird, stuttery-looking movement. In order to do this correctly, you need to use a value that represent the amount that time has changed from one frame to the next. It's called DeltaTime. Unfortunately, I haven't done this in Unreal myself, so I can't explain how to do it, but that info might give you a place to start your search.
@@BenCloward I've seen delta time but don't know much about it, then I will look into it. Thank you so much for the reply and again for the videos 😄
How did you make the texture?
For the rain drips texture, you can paint the rain normals by starting with the black background and painting the curvy drop paths on it using a soft paint brush, so the result is a height map. After painting the paths, use the image offset tool to move the bottom and top of the image to the middle and repaint the paths so that the bottom and top connect with each other. Then you can use Nvidia's plugin in Photoshop, or the Normal node in Substance Designer to convert the drip height map to a normal map. That will give you the data for the red and the green channels. For the blue channel, you can just use the height map itself, and for the alpha channel, just create vertical rectangle shapes and fill them with various shades of grey.
Could you please produce a video of making the texture with a Substance designer?
Looks really similar to the rain drops/puddles series you did. (though I had some problems with that one, rain drops not showing up and drips screaking where they shouldn't.) I'll give this a go.
Do you, (or anyone else in these comments) know a good tutorial for rain particles? I don't really like relying on the ultra dynamic sky package.
But how to move them in direction of velocity to push drips on screen to the limits of realism?
Hello, the images you uploaded are broken I can't download it. Can you fix it please.
Using Chome, right click on the link and choose “save target as”
@@BenCloward Thank you so much for your answer and the great tutorials.
Hi, will you ever show how to create textures like that? I already asked on 53 episode but in case it goes missing in the sea of comments I'm asking again 😂 would love to see how to create such textures, possibly even for other effect, also can we use those textures in our projects? What's the license on them?
For some reason in UE5 when I add in the Lerp to vary the panning speeds my results gets really noisy and pixelated. Only if I skip multiplying that in does it look good but then all the drips scroll at the same speed.
Make sure that you have the texture set to an uncompressed mode. The noise you're talking about usually comes from texture compression artifacts.
Hello sir, I am not able to download texture as website shows error. Can you please help
Sure. Using Google Chrome, right click on the link for the texture and select "Save link as..." and then choose where you want to save it. It should work fine.
Really cool, but should't be the waterdrops be "off-focus"? I mean the lens are focused to the outer world, and the raindrops on camera lens should be blurred.
I know im kinda late to this but you could just take the scene color, raise the LOD, and use that where ever there is water using a lerp node and a mask that includes all of the water droplets, then plug em in.
@ultmatepotato hahahha thanks, its better later then never:)))