Best shader teacher: theory, math + actual examples in two engines. Once again, a great video! We are all grateful! I would love to see UI materials, especially since there's almost nobody covering UI materials while they re so important. Even making a simple rounded square that stays consistent when resizing a widget quickly becomes a pain and I would definitely put it under "advanced" materials actually because of the math behind getting it right.
Ooo me likes! I would have never thought of the iridescence part in a million years. Also somewhat embarrassingly I have never considered using other ways of creating UV inputs. Thanks a million for doing these vids. There are never enough of these kinds of info dumps imo :) You really make a difference to the dev community :) :)
Thanks for the tutorials Ben. I learn more about authoring shaders from your videos than anywhere else. I know you mentioned that you'd cover a skin material already in the first video of this series, but I'd love it if you included several different methods of achieve a subsurface scattering effect, some of which are cheaper but don't look as good. In a similar format to what you showed in the video about blending normal maps.
Nice tutorial. I have some question or ideas. Could you go over metals in dynamic lighting? Cause you will have problems with black metal and movable lights, maybe some ideas to come around this with the skylight, cubemap reflections or reflection combinations. Best regards.
Thanks for the video Ben! Best way of learning materials on youtube, by a long run. I would love to know your take on "black" metals, or more like painted/treated/coated metals, and how to achieve that proper look. From my understanding, dark "metals" tend to be actually non metallic materials, but is quite difficult to get the reflectance of those right. Seems a specularity workflow would work a bit better than the metallic one.
Hi Ben, I’m really looking forward to this series. One metal I’d really like to see would be something on a realistic stainless steel or galvanized steel. This metal is notoriously hard to get right and every time I look at an archviz I almost always cringe at the stainless steel refrigerator or stove because it almost never looks good. I have an industrial furnace project I’m working on and the heavy use of stainless makes it really hard to create a photo-realistic result. I can make a leather or fabric couch that looks incredibly real, but put some steel in it and it just screams CG. Either though, thanks for this series. I’ll also try what you’ve got in this video and see if that works with a more steel color variation. Anyways, Really excited to see what comes out.
The Iridescence trick is absolute 🔥. Implemented some Iridescence before, but nothing as clean and as good looking as that Do you have any donation channel? I'm learning so, so much over the videos and I want to give back a little something :)
I'm interested in reading about iridescence on metal, but I can't find anything like that, can you recommend literature on it? I would be happy to read about the use in pbr
@@BenCloward Thank you, it's very detailed! Did I understand correctly that they are talking about creating a thin film that covers the material, for a more realistic reflection of light? I read what they write about dielectrics and conductors. For example I want to use a similar effect on gold, but I can't find information on whether or not iridescence happens on gold. For example on most metals it appears with the application of heat or when we use metal evaporation we can color the mineral. For example you do the effect for copper in the video, copper tends to turn iridescent when exposed to temperature, but does the gold have this property? Am I mixing up heat coloring and iridescence?
Hi, I downloaded a free environment from the marketplace to spruce it up with your techniques. But it uses a pretty heavy shader with lots of features so it can be applied to many objects and turn the features on or off on a per object basis. Is it more efficient to create a shader like this and use instances of it, or to create many lighter shaders for different objects? Thanks
I prefer to have more shaders that are more finely tuned for their specific application rather than one shader that can do everything. However, it can be hard for a team of artists, if there are too many shaders, to know which one to use in any given case. So you probably want to try to find a balance by making shaders that cover "families" of functionality - so you'd have a rock shader, a prop shader, a foliage shader, etc - and each of these would have a set of features that allow the artist to customize based on the needs of that type of object.
Best shader teacher: theory, math + actual examples in two engines. Once again, a great video! We are all grateful!
I would love to see UI materials, especially since there's almost nobody covering UI materials while they re so important. Even making a simple rounded square that stays consistent when resizing a widget quickly becomes a pain and I would definitely put it under "advanced" materials actually because of the math behind getting it right.
Ooo me likes! I would have never thought of the iridescence part in a million years. Also somewhat embarrassingly I have never considered using other ways of creating UV inputs. Thanks a million for doing these vids. There are never enough of these kinds of info dumps imo :) You really make a difference to the dev community :) :)
Thanks!
Really appreciate the support!
@@BenCloward Thank you! :D
Thanks for the tutorials Ben. I learn more about authoring shaders from your videos than anywhere else. I know you mentioned that you'd cover a skin material already in the first video of this series, but I'd love it if you included several different methods of achieve a subsurface scattering effect, some of which are cheaper but don't look as good. In a similar format to what you showed in the video about blending normal maps.
Great as always, thank you Ben
Nice tutorial. I have some question or ideas. Could you go over metals in dynamic lighting? Cause you will have problems with black metal and movable lights, maybe some ideas to come around this with the skylight, cubemap reflections or reflection combinations. Best regards.
Thanks for the video Ben! Best way of learning materials on youtube, by a long run. I would love to know your take on "black" metals, or more like painted/treated/coated metals, and how to achieve that proper look. From my understanding, dark "metals" tend to be actually non metallic materials, but is quite difficult to get the reflectance of those right. Seems a specularity workflow would work a bit better than the metallic one.
Hi Ben,
I’m really looking forward to this series. One metal I’d really like to see would be something on a realistic stainless steel or galvanized steel. This metal is notoriously hard to get right and every time I look at an archviz I almost always cringe at the stainless steel refrigerator or stove because it almost never looks good. I have an industrial furnace project I’m working on and the heavy use of stainless makes it really hard to create a photo-realistic result. I can make a leather or fabric couch that looks incredibly real, but put some steel in it and it just screams CG. Either though, thanks for this series. I’ll also try what you’ve got in this video and see if that works with a more steel color variation. Anyways, Really excited to see what comes out.
The Iridescence trick is absolute 🔥. Implemented some Iridescence before, but nothing as clean and as good looking as that
Do you have any donation channel? I'm learning so, so much over the videos and I want to give back a little something :)
I don't use Patreon, but you're always welcome to use the "Thanks" button below the video. I'm glad these are helpful for you!
where can i get TransformVector node? I cannot search from the blueprints,...
I'm interested in reading about iridescence on metal, but I can't find anything like that, can you recommend literature on it? I would be happy to read about the use in pbr
This is my favorite paper on the topic: hal.science/hal-01518344/document
@@BenCloward Thank you, it's very detailed!
Did I understand correctly that they are talking about creating a thin film that covers the material, for a more realistic reflection of light?
I read what they write about dielectrics and conductors. For example I want to use a similar effect on gold, but I can't find information on whether or not iridescence happens on gold.
For example on most metals it appears with the application of heat or when we use metal evaporation we can color the mineral.
For example you do the effect for copper in the video, copper tends to turn iridescent when exposed to temperature, but does the gold have this property? Am I mixing up heat coloring and iridescence?
Hi, I downloaded a free environment from the marketplace to spruce it up with your techniques. But it uses a pretty heavy shader with lots of features so it can be applied to many objects and turn the features on or off on a per object basis. Is it more efficient to create a shader like this and use instances of it, or to create many lighter shaders for different objects? Thanks
I prefer to have more shaders that are more finely tuned for their specific application rather than one shader that can do everything. However, it can be hard for a team of artists, if there are too many shaders, to know which one to use in any given case. So you probably want to try to find a balance by making shaders that cover "families" of functionality - so you'd have a rock shader, a prop shader, a foliage shader, etc - and each of these would have a set of features that allow the artist to customize based on the needs of that type of object.
@@BenCloward Thank you for responding to my questions, means a lot!
so great🎉🎉🎉
Thanks, grate tutorial
How i can download gradient texture?
14:38 UE5