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Thank you for the explanations! Very helpful👍
ОтветитьBeen trying to figure out how to make a material with SS that also has actual transparency where the material becomes very thin, something like fish fins. Any idea how to set up a material that does that in Unreal?
ОтветитьGreat video thank you!
For people observing noise in the transmitted light on the back of their cube, I found a solution (may be costly depend on your need). You need to enter this command :
r.SSS.Burley.NumSamplesOverride XXX
XXX is the sample count to improve the result.
love how u dont explain the little green nodes.....
Ответитьnice to shared!
ОтветитьYou are the best! Moving from arnold to unreal, recreating the skin shader has been my biggest challenge.
ОтветитьI didn't succeed because of the shortcuts, I can't integrate the cards, does anyone know a similar tutorial that is complete on adding the cards?
ОтветитьI tried for almost a week to correctly export my creations in Blender to Ue5, especially the skin shader. It was the last point that caused me problems for the export.
I now think it's impossible and it's better to give up on that and follow your method of recreating everything in unreal engine 5 as you show in your video.
On this, I start!
@Ben Cloward. Absolutely love your channel, you are my new mentor! So a few key things to get the subsurface scattering working with the subsurface shading model: 1- Make sure that in your material the MATERIAL SHADING MODEL is set to SUBSURFACE. 2 - That you are using a color node with ALPHA (constant4Vector) to drive your Subsurface Color (play with the alpha value and saturation and luminance of the color to effect the SSS). 3. That your OPACITY is set to something lower than 1, the lower the value the more your SSS is present and the less your diffuse is visible. 4 - Your lights are set to MOVEABLE. 5 - Turn ON TRANSMISSION under the light DETAILS. 6 - Make sure that you turn off raytraced shadows - in the light DETAILS, set the CAST RAUTRACED SHADOW to DISABLED.
Ответитьis lumen turned on in this tutorial?
ОтветитьI can't help but love you
this is such a good video 😃
Thanks for all the videos, very useful resource. If I can add a requets to the list, I haven't seen or found a way to create realistic colored glass/plastic in UE, that keeps color and translucency..
ОтветитьThanks so much, great stuff as always. **Tutorial Idea request **** Is there any way to create some bevel, Rounded Corners&Edges as they call it in Vray? So you would have a box but the edges look beveled and even cooler if its integrated into the quixel master material would really be nice so you would have a new parameter that controls the bevel of the edge.
ОтветитьWould you be able to do an indepth video on setting up baking a complex shader to a mesh's UV maps in UE/Unity? Including baking out 4 channel textures?
ОтветитьA tip for a future episode perhaps: a watercolor shader would be great! Nudge nudge wink wink
ОтветитьLove your videos. One humble request: A dynamic sand shader that reacts to 'footsteps', and dynamic objects in general. Never seen one for unity, would be quite valuable to see it done in Shader graph.
ОтветитьThank you so much. So many hours wiggling values back and forth in UE4 trying to figure out how this model works.
Ответитьok, but how in the hell THIS needs to be compiled as a 1000s of shaders bulk when starting UE scene or changing a parameter in config ???
you fuckers never heard of lazy loading ? (means compile on demand)
we are talking DEVELOPMENT PHASE here, NOT FINAL PRODUCT where everything needed have to precompiled..
I just can accept this EPIC BULLYING by waiting for your shader compiler for hours to finish just to try out something simple
Awesome and the only tutorial that explains all three methods. I was hoping that someone would explain it some day. Thanks a lot! Can you also make a video about the ways of making flipbook materials smoother? Some of the current-gen and next-gen games are using flipbook for water particles. Yet they are around 16 or 32 frames per second, which makes them look stuttery. Can we keep the resolution per frame(of the flipbook) and make it run smoother having issues with the texture resolution?
ОтветитьIt would be great see tutorial about blend plank wood material with burn, old flaked paint and mold layers.
ОтветитьI made custom SSS for the Crest ocean in Unity (HDRP) in HLSL (since their ocean doesn’t use a shader graph). Everything works fine, but something is a bit off, I don’t know what. I’d like to see some math for calculating the proper transmittance for the ocean waves.
ОтветитьI'm always a fan of the "Let's go!"
Ответитьthis effect is the key to realistic characters and objects in your scene
Ответитьthank you ... Can i Use a thickness utility map on opacity slot to apply SSS only on thiner Volumes of The 3d model that i have ? ...
Ответитьthere's also two sided foliage in unreal.
ОтветитьI would love to see a nice Subsurface Scattering shader built for URP.
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