I was literally checking your upload history for a something on material refractions earlier this morning, then you uploaded this! Thanks for all you do!
So plug the normal map into a transform(tangent to view) and then into the normal root with out adding it to the base color logic? Just making sure I understand
@@matteckenrodt If you use the Refraction input (built in UE refraction method) plugging normal map without any transform is enough, no more work needed ! but here we're doing custom refraction by offsetting the scene color UV, so answer is : NO ! :) you must add the normal map or transformed version of it to the ViewportUV.
N ice one! Falling in love with tech art lol I wonder if you'll use a similar technique to the one Yoeri did a while back. Looking forward to see this and hopefully many more to come.
The problem with the HD Color node is that it doesn’t include transparent objects like oceans, lakes et cetera. It gives you the lower skybox hemisphere color instead, which sucks. I don’t know if there’s a solution to that. I wanted to use the node for the rain particles, but this issue makes the node useless in cases like mine.
Hi Ben! Question: when I made a new UE material and plug SceneColor into BaseColor, my material remains completely white (black in the preview, white in the world). Do you have any idea why this could be the case? I've set it to be translucent/surface translucency volume.
Hey Ben. Your videos are a true learning goldmine. Thank you so much for all the work and passion you put into it. I have a question! I am looking for a solution on something that bugs me for a couple of years now. I would love to find a way to create procedural edge-wear, similar to what we are used to by using Substance Painter which bakes it into the PBR maps. There are some ideas and workarounds that either need face weighted normals or normal map, but maybe there are more convenient ways of doing it. Any advice or idea on that topic? My belief is that this is the next big step on optimizing the UE5 Nanite/High Poly material workflows. Sadly, we don't have Pixars PTex.
Hi, I don't know if you been able to solve the problem but here are same of the possible ways of doing it that came to my mind: 1) One of the most straightforward methods might be bringing an curvature map to the engine and combining it with another noise to break the uniform look. At these days this kind of methods widely used as far as I know not for edge detection but for digital human's skin workflows. 2) Instead of the curvature texture, an edge detection filter (sobel) might be used and then combined with another noise. 3) There might some cheap algorithms that can generate a edge mask based on geometric and pixel normals of the object.
No. The scene color buffer only contains opaque objects, so you won't be able to see other transparent objects through the ice. However, this weakness will be significantly less obvious after we add the details I'm planning to explain in next week's video.
Sure! My objective is to teach universal shader principles, not specific game engines. I’m trying to show that these things can be done in any engine, so I show the techniques in two engines to prove that they’re not engine-specific.
I was literally checking your upload history for a something on material refractions earlier this morning, then you uploaded this! Thanks for all you do!
you should transform the normal map from tangent to view, and use that instead of adding it to the vertex normals.
Oh right - that would work!
So plug the normal map into a transform(tangent to view) and then into the normal root with out adding it to the base color logic? Just making sure I understand
@@matteckenrodt If you use the Refraction input (built in UE refraction method) plugging normal map without any transform is enough, no more work needed !
but here we're doing custom refraction by offsetting the scene color UV, so answer is : NO ! :) you must add the normal map or transformed version of it to the ViewportUV.
Thank you. Personal Note: 17:26
Great as always, thank you for posting
Hi Ben, thanks for all the great tutorials, I have a question: maybe you teach how to make advanced HLSL shaders inside the unreal engine?
This!
Thank, really useful!
N ice one! Falling in love with tech art lol I wonder if you'll use a similar technique to the one Yoeri did a while back. Looking forward to see this and hopefully many more to come.
You are the best !
the LOD feature under HD Scene Color is not working for me, does anyone have any insight into why this might be?
In unreal, it is impossible to render Scene Color with incomplete quality as in Unity (Lod parameter)?
Wow, you noticed! Yes, Unreal doesn't have that feature so it doesn't seem to be possible to sample a lower mip map of the scene.
The problem with the HD Color node is that it doesn’t include transparent objects like oceans, lakes et cetera. It gives you the lower skybox hemisphere color instead, which sucks. I don’t know if there’s a solution to that. I wanted to use the node for the rain particles, but this issue makes the node useless in cases like mine.
Hi Ben! Question: when I made a new UE material and plug SceneColor into BaseColor, my material remains completely white (black in the preview, white in the world). Do you have any idea why this could be the case? I've set it to be translucent/surface translucency volume.
I wonder if there's a feature that's turned off that disables the scene color. What type of project did you make when you started?
Hey Ben. Your videos are a true learning goldmine. Thank you so much for all the work and passion you put into it.
I have a question! I am looking for a solution on something that bugs me for a couple of years now. I would love to find a way to create procedural edge-wear, similar to what we are used to by using Substance Painter which bakes it into the PBR maps. There are some ideas and workarounds that either need face weighted normals or normal map, but maybe there are more convenient ways of doing it. Any advice or idea on that topic? My belief is that this is the next big step on optimizing the UE5 Nanite/High Poly material workflows.
Sadly, we don't have Pixars PTex.
Hi, I don't know if you been able to solve the problem but here are same of the possible ways of doing it that came to my mind:
1) One of the most straightforward methods might be bringing an curvature map to the engine and combining it with another noise to break the uniform look. At these days this kind of methods widely used as far as I know not for edge detection but for digital human's skin workflows.
2) Instead of the curvature texture, an edge detection filter (sobel) might be used and then combined with another noise.
3) There might some cheap algorithms that can generate a edge mask based on geometric and pixel normals of the object.
I don't have HD scene Color in my node, only scene color and I can't modify the X value for the blur effect, what should I do ?
That method of blurring isn't supported in URP, only in HDRP. It's not supported in Unreal either.
Very nice result. Are you planning to combine your ice and snowshader/Rock Shader similar to your rock/snow shader?
I would love a tutorial for non foliage two sided masked materials, like wire fence, metal grating, ect.
I would love a tutorial for glass that works with Lumen in UE5(.1)!
Hey Ben, nice work. What if the ice is culling another ice? Will it still work ?
No. The scene color buffer only contains opaque objects, so you won't be able to see other transparent objects through the ice. However, this weakness will be significantly less obvious after we add the details I'm planning to explain in next week's video.
Very cool :)
100th like 😊yeah 👍
This ice looks great
Thx 4 ur vids
So cool but i need URP version
you make THE BEST shaders ive ever seen my computer broke so i had to stop watching can i ask when and why you mesh two engines videos into one
Sure! My objective is to teach universal shader principles, not specific game engines. I’m trying to show that these things can be done in any engine, so I show the techniques in two engines to prove that they’re not engine-specific.