Visual Tech Art
Visual Tech Art
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Follow-up of Physically Based Lighting and Cinematics - Lighting for Videogames
This is a follow-up of this video: th-cam.com/video/vbMvkEITTmo/w-d-xo.html
Full Playlist: th-cam.com/play/PLeZBLcP_xVMj9_CnnbrAwI_InfEwwVqac.html
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Remember to join my Discord to have a direct channel of communication with Eros!
Discord: discord.gg/YvXq3t675Q
Patreon: www.patreon.com/VisualTechArt
=============================================================
EROS CONTACTS:
LinkedIn: www.linkedin.com/in/eros-dadoli-642777122/
Artstation: www.artstation.com/aerys97
Instagram: dadoli123
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TIMESTAMPS AND LINKS TO RESOURCES MENTIONED:
มุมมอง: 757

วีดีโอ

Next Level Triplanar Mapping: Assets, Skeletals and Dithered [UE5]
มุมมอง 5K2 หลายเดือนก่อน
This video is the continuation of my previous one, in which we go through a correct implementation of the triplanar projection mapping technique for locally map textures in our shaders. Previous Video: th-cam.com/video/Cq5H59G-DHI/w-d-xo.html Download: jumpeter.gumroad.com/l/tri-penta-enna-planar Discord: discord.gg/YvXq3t675Q Patreon: www.patreon.com/VisualTechArt
Intro to Physically Based Lighting and Cinematics - Lighting for Videogames
มุมมอง 6K3 หลายเดือนก่อน
This video has a follow-up: th-cam.com/video/yhu-QoEgHUo/w-d-xo.html Full Playlist: th-cam.com/play/PLeZBLcP_xVMj9_CnnbrAwI_InfEwwVqac.html Remember to join my Discord to have a direct channel of communication with Eros! Discord: discord.gg/YvXq3t675Q Patreon: www.patreon.com/VisualTechArt EROS CONTACTS: LinkedIn: www.linkedin.com/in/eros-dadoli-642777122/ Artstation: www.artstation.com/aerys97...
Your Triplanar is wrong. Here's how to make one that works. [UE5]
มุมมอง 17K4 หลายเดือนก่อน
In this video we go through a correct implementation of the triplanar projection mapping technique for world mapping textures in our shaders. We discuss it's properties, advantages and shortcomings. Then we build on that to create some new and better tech to fit it on the landscape material. Download: jumpeter.gumroad.com/l/tri-penta-enna-planar Discord: discord.gg/YvXq3t675Q Patreon: www.patre...
Comic Book PostProcess [UE5, valid for UE4]
มุมมอง 9K7 หลายเดือนก่อน
In this video we go through the realization of an analogic offset print dotted pattern post process material, for a printed comic stylized look. This tutorials covers the creation of the grid of dots, the reproduction of an image through discrete shapes, the conversion from RGB to four colour process (CMYK) and viceversa, plus a bonus. Gimli and Legolas models have been made from Gianluca Squil...
Cross-Hatching material Post Process [UE5, valid for UE4]
มุมมอง 23K10 หลายเดือนก่อน
In this video we go through the realization of a cross-hatching post process material. This shader reproduces the hand drawn look, for a stylized rendering. Gimli and Legolas models have been made from Gianluca Squillace: www.artstation.com/artwork/d0kyNx Become a Patreon for a discount ;) Cross Hatching Sample Project: jumpeter.gumroad.com/l/VTA_CrossHatching Outline Post Process: jumpeter.gum...
Bringing the Spiderverse into UE5 - Tech Art exploration fun
มุมมอง 3.9K11 หลายเดือนก่อน
This is not a tutorial as usual, but more of a showcase of what I've been up to lately! Since I saw Spider-Man: Across the Spider-Verse at the cinema I really wanted to try out few things that might lead towards a real-time reproduction of that amazing style. Here I managed to reach a satisfying result, given the time I put in, even though there would be much more work to do to make it actually...
Dissecting Substrate - Part 1 [UE5.2]
มุมมอง 6Kปีที่แล้ว
In this video we dive into the new shader pipeline that was revealed by Epic in Unreal Engine 5.2, Substrate! We try to analyze everything as best as we can and make our own conclusion about how a new generation material pipeline might work. The test shader you see in this video can be found on my Patreon. Discord: discord.gg/YvXq3t675Q Patreon: www.patreon.com/VisualTechArt
Procedural UV Mapping in Shaders
มุมมอง 7Kปีที่แล้ว
In this video I walk you though how to obtain some of the most used UV coordinates directly inside the material editor. This is a universal topic that applies to every software that allows you to play with shaders: Unreal Engine 4, UE5, Unity, Godot, Blender, Shadertoy, you name it! The uv mappings I explain are the cylindrical, the spherical and one that as far I know I've invented while worki...
Outline Stylized Material - part 1.5 [UE5, valid for UE4]
มุมมอง 18Kปีที่แล้ว
Previous video of the serie: th-cam.com/video/Ptuw9mxekh0/w-d-xo.html This is a follow up of the first video of a series I want to make about transforming 3D renders in "hand-drawn" images. It's a topic that always fascinated me quite a lot and I had the opportunity to work quite intensively on in the past year. Here we go through the "standard practice" for making an outline art stylized Post ...
How to fake 8K texture quality [UE5/UE4]
มุมมอง 6Kปีที่แล้ว
Grab the interpolated CellNoise function here: jumpeter.gumroad.com/l/VTA_InterpolatedCellNoise This video explores the technical aspects of shaders and graphics in Unreal Engine 5, but these concepts are valid in any game engine that uses textures (all of them :D). The focus is on the topic of filtering, specifically the differences between bilinear and bicubic filtering. The underlying mathem...
4K textures are USELESS!
มุมมอง 14Kปีที่แล้ว
4K textures are USELESS!
This is NOT a Sphere! - A brief Ray-Casting overview for gamedev [UE5, UE4]
มุมมอง 7Kปีที่แล้ว
This is NOT a Sphere! - A brief Ray-Casting overview for gamedev [UE5, UE4]
Outline Stylized Material - part 1 [UE5, valid for UE4]
มุมมอง 39Kปีที่แล้ว
Outline Stylized Material - part 1 [UE5, valid for UE4]
The ONLY texture a game NEEDS [UE4, valid for UE5]
มุมมอง 69Kปีที่แล้ว
The ONLY texture a game NEEDS [UE4, valid for UE5]
ADVANCED VORONOI fixes problems you didn't know about (UE4, valid for UE5)
มุมมอง 11Kปีที่แล้ว
ADVANCED VORONOI fixes problems you didn't know about (UE4, valid for UE5)
Smooth Min&Max - math for visual people
มุมมอง 4.2Kปีที่แล้ว
Smooth Min&Max - math for visual people
HYPER-REALISTIC Grass Wind Animation [UE4, valid for UE5]
มุมมอง 31Kปีที่แล้ว
HYPER-REALISTIC Grass Wind Animation [UE4, valid for UE5]
Dissecting and Optimizing UE's Simple Grass Wind material function
มุมมอง 4.2K2 ปีที่แล้ว
Dissecting and Optimizing UE's Simple Grass Wind material function
Understand Voronoi and its Implementation (UE4, valid for UE5)
มุมมอง 12K2 ปีที่แล้ว
Understand Voronoi and its Implementation (UE4, valid for UE5)
Fish Eye Post Process Effect (UE4, valid for UE5)
มุมมอง 11K2 ปีที่แล้ว
Fish Eye Post Process Effect (UE4, valid for UE5)
Comprehensive Niagara Structure Overview (UE4, valid for UE5)
มุมมอง 3.2K2 ปีที่แล้ว
Comprehensive Niagara Structure Overview (UE4, valid for UE5)
Advanced Volumetric Fog with Ray Tracing (UE4, valid for UE5)
มุมมอง 18K2 ปีที่แล้ว
Advanced Volumetric Fog with Ray Tracing (UE4, valid for UE5)
How to make Camera Facing Billboards (UE4, valid for UE5)
มุมมอง 28K2 ปีที่แล้ว
How to make Camera Facing Billboards (UE4, valid for UE5)
Vertex Animation Basics in Shaders using World Position Offset (UE4, valid for UE5)
มุมมอง 19K2 ปีที่แล้ว
Vertex Animation Basics in Shaders using World Position Offset (UE4, valid for UE5)
Worn Out VHS Post Process Effect and creative uses of Vector Noise node (UE4, valid for UE5)
มุมมอง 10K2 ปีที่แล้ว
Worn Out VHS Post Process Effect and creative uses of Vector Noise node (UE4, valid for UE5)
Cel Shading and Light Types (UE4, valid for UE5)
มุมมอง 92K2 ปีที่แล้ว
Cel Shading and Light Types (UE4, valid for UE5)
Infinite Non-Repeating details in materials (UE4, valid for UE5)
มุมมอง 7K3 ปีที่แล้ว
Infinite Non-Repeating details in materials (UE4, valid for UE5)
How Naughty Dog does puddles in their games [UE4, valid for UE5]
มุมมอง 13K3 ปีที่แล้ว
How Naughty Dog does puddles in their games [UE4, valid for UE5]
No more Texture Repetition (UE4, valid for UE5)
มุมมอง 45K3 ปีที่แล้ว
No more Texture Repetition (UE4, valid for UE5)

ความคิดเห็น

  • @ChristineDaniels1341
    @ChristineDaniels1341 2 วันที่ผ่านมา

    This was great and i got the intended result at the end! For animating the offset, did you just multiply the offset parameter with a time node?

    • @VisualTechArt
      @VisualTechArt วันที่ผ่านมา

      To go from square grid to voronoi, yes :)

  • @KuroRadin
    @KuroRadin 2 วันที่ผ่านมา

    Thank you for this! This is easy to understand and very useful, especially for VFX!

  • @malibar1
    @malibar1 2 วันที่ผ่านมา

    this is way more complex way of doing it than how it is done now in landscape painting in ue5

  • @timiitz
    @timiitz 4 วันที่ผ่านมา

    This looks amazing. You are an artist and make it seem so easy. It was hard to follow, but a very entertaining experience. I will surely try to make something similar myself in my project

  • @Link-hx5qk
    @Link-hx5qk 4 วันที่ผ่านมา

    I have an issue, I do exactly the same as you and it's not working, my grass appear under the ground, lmao. When I slide the value in the bend intensity, it moves as it should, but under the ground. I feel like there's something off about the height and the bend intensity but I can't find the problem, I tried to put a minus in front of some values but it doesn't work, please.

  • @Serenity.of.Nature
    @Serenity.of.Nature 5 วันที่ผ่านมา

    can anyone share this project if anyone made pls

    • @VisualTechArt
      @VisualTechArt 4 วันที่ผ่านมา

      You can grab it by following the link in the description :)

  • @wertick_
    @wertick_ 6 วันที่ผ่านมา

    Thanks man!

  • @Gamer-sv2mz
    @Gamer-sv2mz 7 วันที่ผ่านมา

    where the gray color comes from on the ground and the rocks please ? it makes the rendering more realistic .

    • @VisualTechArt
      @VisualTechArt 5 วันที่ผ่านมา

      Which grey colour?

    • @Gamer-sv2mz
      @Gamer-sv2mz 5 วันที่ผ่านมา

      @@VisualTechArt the grey color in the scene . there are several post process , but when you turn off the main post process ( the one that is in infinite extended mode ) , the scene color is changed in shadow areas .

  • @PrinceBrosnan
    @PrinceBrosnan 9 วันที่ผ่านมา

    I thought about how to implement this for more than two weeks, or rather there were a lot of problems, but in short, I cry when I watch this video, I can move on, thank you, lol...

  • @whnvr
    @whnvr 11 วันที่ผ่านมา

    are you going to continue with this series? i'd be really interested as deeper dives are sorely lacking pretty much anywhere, and you definitely have more technical know how than most on here. plus i really like the way you teach and talk. particularly authoring a generalised substrate master material which incorporates parameterisation and use of the 'help' nodes for ao, albedo, ior/specular/metallicity, normal, roughness, fuzz, subsurface (and subsurface profile), glint, and nanite tessellation displacement. i've learnt a lot from documentation, but i'm struggling to know how to apply much if it. learning the purpose of all these properties and seeing how they behave and interact within the context of a single master material would be really sweet.

    • @VisualTechArt
      @VisualTechArt 5 วันที่ผ่านมา

      It's not among my priorities atm, but I will for sure when I gather enough new information :)

  • @Omnicrola
    @Omnicrola 15 วันที่ผ่านมา

    Absolutely top-tier breakdown and explanation. Appreciate the time it took to not only figure out the penta and enna-planar techniques, but also the time to break it all down and show it.

  • @locklear308
    @locklear308 18 วันที่ผ่านมา

    I'm sorry but there is no reason not to use 4k textures if not higher ones. Honestly, we need to stop using resolution and use PPI/DPI with 400 being the goal.

    • @VisualTechArt
      @VisualTechArt 16 วันที่ผ่านมา

      Nope, DPI are for prints, here we're looking at digital images, which have the resolution of the screen they're being rendered on :) So we think in texel density terms, which ideally should match the closest view you can possibly have of your texture during gameplay. And of course, if you have huge assets with bespoke textures, you're likely forced to go higher in resolution, that can be fine for a demo, for architectural visualization and so on... For games, meh, not as much if you care about performances :)

    • @locklear308
      @locklear308 16 วันที่ผ่านมา

      @@VisualTechArt DPI/PPI are still basically the same concept, how many dots/points/pixels per inch. Even still, if you used the "closest" idea for textures, then they would be FAR higher than 4k which is my point. Messuring in resolution doesn't indicate quality, even 4k can be less sharp if it is on a huge screen. Hence, I go by PPI.

  • @marcopetracca
    @marcopetracca 18 วันที่ผ่านมา

    Really good stuff! Thanks to both of you guys!

  • @EMC3D
    @EMC3D 19 วันที่ผ่านมา

    Great stuff chaps!

  • @MrCompassionate01
    @MrCompassionate01 19 วันที่ผ่านมา

    3:34 How did you consolidate all that stuff into those purple Reroute nodes?

    • @VisualTechArt
      @VisualTechArt 19 วันที่ผ่านมา

      It's just a video transition, I just moved the nodes away and left on screen the getters of the nodes :)

    • @MrCompassionate01
      @MrCompassionate01 18 วันที่ผ่านมา

      @@VisualTechArt Gotcha, thank you!

  • @tanzeli1998
    @tanzeli1998 19 วันที่ผ่านมา

    Man watching both of y'all's tutorials is like smoking weed for the first time, hooked instantly 😂

  • @francescoviii3300
    @francescoviii3300 19 วันที่ผ่านมา

    Eros was my Unreal teacher. He's really very competent. Unfortunately I can't see it live. But I take it back.

    • @WinterOkk
      @WinterOkk 19 วันที่ผ่านมา

      wow. Does he teach? Is there any way to become his student?

  • @CarisTheGypsy
    @CarisTheGypsy 21 วันที่ผ่านมา

    I'm not sure where I went wrong, or it something just doesn't work the same now, but the point light doesn't work, the top gradient to the saturate node just comes out black, which just erases the value at the multiply. Naturally the spot light has the same issue. Any idea how to fix?

    • @VisualTechArt
      @VisualTechArt 12 วันที่ผ่านมา

      One thing that comes to my mind is to check if the light is not inside the mesh (or too far), if you copied everything correctly

  • @Bestvegeta
    @Bestvegeta 22 วันที่ผ่านมา

    Best in depth explaination of tri planar and even beyond. I do not comment very often on youtube videos but this one is extremly well done.

  • @Ardaria_survival
    @Ardaria_survival 22 วันที่ผ่านมา

    Waiting for it! Last video was really rich in knowledge

  • @FishMan1nsk
    @FishMan1nsk 23 วันที่ผ่านมา

    Have you tested this inside Packed Level Actors? Something tells me it will break. Because PLA has different local pivot position and scale and all the transformations will be broken.

    • @VisualTechArt
      @VisualTechArt 23 วันที่ผ่านมา

      It shouldn't have any problems :) The packed level actor is just a container, so it doesn't overwrite the original transforms of every mesh it is referencing, it just stores what it contains and where. But let me know if you test and discover that it doesn't!

    • @FishMan1nsk
      @FishMan1nsk 23 วันที่ผ่านมา

      Well I have a different version of tri planar and yeah it works differently in word and PLA. And for example when you compensate the scale of an object inside pla it will work fine but when you exit the editing mode it will have the same scaling as pla (which is equal to one) I believe this is because local transforms are now calculated for pla not for its components.

    • @FishMan1nsk
      @FishMan1nsk 23 วันที่ผ่านมา

      Also pla is not a container it's a blue print that convert SM to HISM. And for unreal i believe it's the same as a single object with it's own transformations. I will take a look at your version though maybe it's just a badly done math in my version. But I tested your way of calculating local scale in a new material with debug node and inside pla it show 2 2 2 but when I exit it show 1 1 1.

  • @TheRoyalSkies
    @TheRoyalSkies 25 วันที่ผ่านมา

    Hey awesome video, at 9:00 minutes though, how did you get the "world X Axis" and "World Y Axis" - I keep looking for them, but I can't seem to find it when creating nodes :(

    • @VisualTechArt
      @VisualTechArt 25 วันที่ผ่านมา

      They're just Named Reroute Nodes of basic vectors :)

  • @BlackAladdin_
    @BlackAladdin_ หลายเดือนก่อน

    Man… love❤️. I needed this. Most videos on TH-cam regurgitate the same content. And I appreciate it when someone go in depth and show how to fine tune your lights.

  • @MartKart8
    @MartKart8 หลายเดือนก่อน

    This material works really well, apart from when it's on the floor, I like how it makes my characters pop out.

  • @pullfocuscreative
    @pullfocuscreative หลายเดือนก่อน

    Realise this is an old video now but I have a question regarding scene depth. Is it possible to have the outlines reduce in thickness/complexity with distance? as it stands meshes in the distance look really crowded with detail and it is a bit distracting. Thanks so Much for the awesome explanation of the shader principles though!

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Hey! Yes it is possible in several ways :) You can use depth data to fade out the outlines at distance, for example. Or you can modify the node to accept a dynamic kernel size that becomes smaller at distance, and so on :)

    • @pullfocuscreative
      @pullfocuscreative หลายเดือนก่อน

      @@VisualTechArt thanks so much for the reply! I don’t expect you to have an answer lined up but do you know of any resources that could explain how to do the depth fade or dynamic kernel effect? No worries if not this was already super helpful

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      @@pullfocuscreative You may try asking in my Discord Server about that :)

  • @argieforever
    @argieforever หลายเดือนก่อน

    Hi. Thanks a lot for the amazing and clear tutorial. Sadly I fail to make the Laplacian Filter works. First I tried it in 5.4.1, then in 5.3.2 (to have the Before Tonemapping switch available), but in both I keep getting the following errors, even after naming the input and connecting the SceneTexture node set as PostPorcessInput0: [SM6] SceneTextureLookup [SM6] /Engine/Generated/Material.ush:3362:27: error: use of undeclared identifier 'SceneTextureLookUp'; did you mean 'SceneTextureLookup'? LaplacianFilter_Normal += SceneTextureLookUp(KernelUVs, 8, false).rgb * CenterWeight; ^~~~~~~~~~~~~~~~~~ [SM6] /Engine/Generated/Material.ush:3363:26: error: use of undeclared identifier 'SceneTextureLookUp'; did you mean 'SceneTextureLookup'? LaplacianFilter_Depth += SceneTextureLookUp(KernelUVs, 1, false).r * CenterWeight; ^~~~~~~~~~~~~~~~~~ [SM6] /Engine/Generated/Material.ush:3358:26: error: use of undeclared identifier 'SceneTextureLookUp'; did you mean 'SceneTextureLookup'? LaplacianFilter_Depth -= SceneTextureLookUp(PixelUVs, 1, false).r; ^~~~~~~~~~~~~~~~~~ [SM6] /Engine/Generated/Material.ush:3031:8: note: 'SceneTextureLookup' declared here float4 SceneTextureLookup(float2 UV, int SceneTextureIndex, bool bFiltered) ^ [SM6] SceneTextureLookup [SM6] /Engine/Generated/Material.ush:3357:27: error: use of undeclared identifier 'SceneTextureLookUp'; did you mean 'SceneTextureLookup'? LaplacianFilter_Normal -= SceneTextureLookUp(PixelUVs, 8, false).rgb; ^~~~~~~~~~~~~~~~~~ Thanks for any orientation you may give me. First time trying code in Custom node. All the best.

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Hey, I still have to switch to 5.4, maybe they changed the naming of some stuff, that's what it looks like in the errors you copied at least... Have you tried doing what the error is suggesting you? (Change from SceneTextureLookUp to SceneTextureLookup)

    • @argieforever
      @argieforever หลายเดือนก่อน

      @@VisualTechArt LOL. I hadn't noticed the capitalized "U". I was wondering why they say that I have to change the same expression for itself... The message is gone now. Thanks a lot and sorry for the silly question. Best regards.

  • @seznova
    @seznova หลายเดือนก่อน

    tried using this for a font Material and it wouldn't work anyone have any tips?

  • @ragnar7106
    @ragnar7106 หลายเดือนก่อน

    PLEASE DON'T USE UNREAL SHORTCUTS WHEN DOING TUTORIALS! Friendly input, despite the caps. But it's impossible to follow along when people use shortcuts you don't know about, and then having spend 15 minutes finding the shortcut and completely ruining the flow. Either tell which shortcut is being used, and how to use it, or don't use it at all. Because of this, I couldn't get further than 1:20 because you use a shortcut I don't know about. Nice

  • @pubudu781
    @pubudu781 หลายเดือนก่อน

    This sooo awesome, thank you soo much, will you maybe make a video in future about how to optimize this ? like in with Ghost of Thushima methods ? i also saw on TH-cam, someone using Niagra for this technique which delivers better performence apparently. if this is properly optimized then this makes one of the most feature packed and good looking grass ever. 😃

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Yeah I want to expand on this sooner or later :D

    • @pubudu781
      @pubudu781 หลายเดือนก่อน

      @@VisualTechArt Looking really forward to that. 😁

  • @danlok6702
    @danlok6702 หลายเดือนก่อน

    Great job. What about unrecord? somehow they got into the realistic colors of the picture too well. how can this be achieved?

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      What do you mean?

    • @danlok6702
      @danlok6702 หลายเดือนก่อน

      @@VisualTechArt these are the colors of the objects. this is clearly not colored through lut. most likely, this is post-processing material, but it only affects the shades of objects. if you use the same objects in the scene, the difference will be even more noticeable compared to the game trailer.

  • @Virtuality
    @Virtuality หลายเดือนก่อน

    Hmm.. In my testing your method for WA textures on Skeletal Meshes still gives artifacts on the X and Z plane (only on the exact plane, when previewing on a cube). It happens both with your 'Normalize' method before the transform and with the original. What gives? You have the same?

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Mmm I'll have to double check... It shouldn't happen anymore as with the Derive Tangent Basis there shouldn't be a case where you get null vectors, I remember checking for that. But maybe I missed some exceptions

  • @3moliser486
    @3moliser486 หลายเดือนก่อน

    整挺好!

  • @MarkOfArgyll
    @MarkOfArgyll หลายเดือนก่อน

    Only recently discovered your channel. What a gold mine of useful information! Watched 100% of this video, understood about 50%, loved 150% 😂

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Ahahah cheers :D

  • @josephfrye7342
    @josephfrye7342 หลายเดือนก่อน

    hmm well that's odd the texture is in highest quality already but i think it's the monitour or projector 4k quality no matter which circuit or components are.

  • @Jbbriant-Ardaria
    @Jbbriant-Ardaria หลายเดือนก่อน

    Is there anyway to make that function cheaper and still getting the borders mask ?

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Not that I could find tbh :)

  • @antonzimin4930
    @antonzimin4930 หลายเดือนก่อน

    please make part 2

  • @Viscte
    @Viscte หลายเดือนก่อน

    So what do I do with my metalness textures now then?

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      With the new pipeline, you shouldn't use them anymore :)

    • @Viscte
      @Viscte หลายเดือนก่อน

      @@VisualTechArt Please explain. Let's say I'm making textures in substance painter and I'm trying to represent metal and dialectric in one texture. What do these textures look like? The unreal example resources don't show how you make textures for this workflow

  • @EMC3D
    @EMC3D หลายเดือนก่อน

    Really awesome video guys, thanks so much!

  • @Lunzium
    @Lunzium หลายเดือนก่อน

    First off, this is just brilliant! Secondly, I'm struggling to figure out how to make the Texture(T2d) input accept a texture parameter and not just a texture object. So I can change the texture in the material instance. Am I overlooking something obvious or how do I fix this?

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      It's the TextureObjectParameter node, but you can just right click on your TextureObject one and convert it to a parameter :)

    • @Lunzium
      @Lunzium หลายเดือนก่อน

      @@VisualTechArt Thanks mate. Didn't even think of that after it wouldn't let me hook up a texture parameter to begin with. Just using a Texture Object and then converting is working fine :) Thanks

  • @MineNOROfficial
    @MineNOROfficial หลายเดือนก่อน

    It’s been a little while since you uploaded these two videos; are you still working on a part two?

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      I've been focusing on other things lately, but this is still in the back of my mind :)

  • @ABentPaperclip
    @ABentPaperclip หลายเดือนก่อน

    this was fantastic! love these deep dives

  • @ashleya.1080
    @ashleya.1080 หลายเดือนก่อน

    I was really expecting to have Substance out of experimental by now but it seems we are going to have to wait more :( Looking forward to Part 2 of your video!

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Yep, seems like it has been forgotten:D

  • @danlok6702
    @danlok6702 หลายเดือนก่อน

    A great tutorial! very informative!

  • @tanzeli1998
    @tanzeli1998 หลายเดือนก่อน

    This is gold content, often many other tutorials only teaches how to make a specific scene to achieve a specific look without teaching you the correct way to achieve complete creative control. Also can I check for de tone mapper values, the slope is it best to limit to 0.3 above? Or is there a set of value we should always bound ourself to

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      I think 0.3 is just the value that Eros found to be working best in his case, but if you want to ask him directly you should go on my Discord Server :)

    • @eros7085
      @eros7085 หลายเดือนก่อน

      Hi! Actually the value 0.3 of the Toe is the one that is near what we will have if we disable the tonemapper in our scene. You can try also by yourself with the showflag of the tonemapper. Take in mind that the tonemapper tries to recreate the perception of contrast in an output ( SDR ) that has a lower range of luminosity than what our eyes can catch. In the case of ACES implemented in unreal you can see how they have " crunched " the values to give us more of that perception so it's a choice!

  • @S-I-T
    @S-I-T 2 หลายเดือนก่อน

    fantastic tutorial - thank you :D

  • @IbtesamSadiq
    @IbtesamSadiq 2 หลายเดือนก่อน

    There are already 2 built-in function for height blend in unreal engine. 1st is with single height map and 2nd functions is with 2 height maps which is similar to your method. Is there any reason for recreating these functions which are already in unreal engine?

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      If you're fine with what's already built in go for it :) I usually find more helpful to build this stuff by myself, both for understanding purposes and because at the end the outcome tends to be slightly different each time, allowing me to get a bit further from the usual "Unreal Engine" standard look that many games today have

  • @xinterest9029
    @xinterest9029 2 หลายเดือนก่อน

    I love that this exists! I am having trouble imagining what context this would/should be used in, though.

    • @VisualTechArt
      @VisualTechArt หลายเดือนก่อน

      Maybe if you want to simulate thousands of marbles this cha be useful xD The video is just a collection of all the basic elements you need to create fake geometry directly in shader, then it's up to you to find it some purpose :) I've used it in many cases

  • @Epic6Mepic
    @Epic6Mepic 2 หลายเดือนก่อน

    Cool effect and thaks for the tutorial!

  • @Bitcoin_Baron
    @Bitcoin_Baron 2 หลายเดือนก่อน

    Bruh you fast forwarded and didnt explain half of what you did. Tutorial should be step by step, not timelapse. Impossible to follow

  • @user-pe6cw4xq3o
    @user-pe6cw4xq3o 2 หลายเดือนก่อน

    Is this skeletal mesh triplanar optimized enough for games?

    • @VisualTechArt
      @VisualTechArt 2 หลายเดือนก่อน

      If your frame renders in less than 16.6ms, yes :D