Dissecting Substrate - Part 1 [UE5.2]

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  • เผยแพร่เมื่อ 4 มิ.ย. 2024
  • 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
    Patreon: / visualtechart

ความคิดเห็น • 35

  • @unrealengine5-storm713
    @unrealengine5-storm713 11 หลายเดือนก่อน +8

    I'm not 'frustrated'..I am 'subtrated'

  • @ashleya.1080
    @ashleya.1080 หลายเดือนก่อน +1

    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

  • @CalmBurger
    @CalmBurger 11 หลายเดือนก่อน +3

    I just paused at 0:25 and I'm like "this is already the best series"

  • @fddesign
    @fddesign 11 หลายเดือนก่อน +2

    Your explanations are amazing as always :)

  • @CamilloRealTime
    @CamilloRealTime 11 หลายเดือนก่อน +3

    Great video, thank you for sharing!
    It's fun to observe how Epic releases shiny new features and everybody freaks out about new tech. Although they are are exciting indeed, people tend to forget that sometimes it takes years to incorporate new tools in a pipeline.

  • @ScorpyX
    @ScorpyX 11 หลายเดือนก่อน +2

    "long boring videos about topic"
    HELL YEAH! 😄

  • @Czaja1991
    @Czaja1991 10 หลายเดือนก่อน

    I'm very excited about this series. Can't wait to learn more.

  • @ricolasX
    @ricolasX 11 หลายเดือนก่อน

    Amazing! thanks a lot for this very clear explaination!

  • @YahiyaJasem
    @YahiyaJasem 11 หลายเดือนก่อน +1

    Great stuff, thank you!

  • @YuuJer
    @YuuJer 11 หลายเดือนก่อน

    i like the dep dives! thanks for the insight!

  • @Nysa3D
    @Nysa3D 11 หลายเดือนก่อน

    Thanks! Good series!

  • @vanvelt
    @vanvelt 7 หลายเดือนก่อน

    Great Viedo! Should have more Views ;) Please more of this series!

  • @GoatOfTheWoods
    @GoatOfTheWoods 7 หลายเดือนก่อน

    Legend, as always.

  • @kurugaginogajeel
    @kurugaginogajeel 11 หลายเดือนก่อน +1

    amazing channel!

  • @cmds.learning7426
    @cmds.learning7426 11 หลายเดือนก่อน

    AMAZING!

  • @alexm666
    @alexm666 7 หลายเดือนก่อน

    Gosh man you are awesome!

  • @cwidd1929
    @cwidd1929 2 หลายเดือนก่อน

    extraordinary video +1

  • @mohsendehnavi2252
    @mohsendehnavi2252 6 หลายเดือนก่อน

    Please continue substrate series.Thanks

  • @davidpringuer3553
    @davidpringuer3553 9 หลายเดือนก่อน

    Hero

  • @JDudeChannel
    @JDudeChannel 4 หลายเดือนก่อน

    Cannot wait for part 2. when it's coming?

    • @VisualTechArt
      @VisualTechArt  4 หลายเดือนก่อน +1

      Can't give you any date at the moment :)
      But it will!

  • @antonzimin4930
    @antonzimin4930 26 วันที่ผ่านมา

    please make part 2

  • @Viscte
    @Viscte 29 วันที่ผ่านมา

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

    • @VisualTechArt
      @VisualTechArt  28 วันที่ผ่านมา

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

    • @Viscte
      @Viscte 28 วันที่ผ่านมา

      @@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

  • @carlosrivadulla8903
    @carlosrivadulla8903 11 หลายเดือนก่อน

    Excuse me, sir. I had mistakenly believed that I needed to input the IOR value into the F0 when creating a metal. However, if you're now informing me that I should insert a color there instead, where I should input the IOR value now? 🤣

    • @VisualTechArt
      @VisualTechArt  11 หลายเดือนก่อน +1

      In the "Refraction" pin in the last brownish material node at the end, probably xD

  • @IstyManame
    @IstyManame 4 หลายเดือนก่อน

    I kinda hate how most of it works now because i used to implement my artistic vision directly as i saw it. Now i need to translate my needs to physically accurate systems and then they will translate it back to what i wanted to see. Like right now i'm working on a cyberpunk style double-layered screen material, which is perfect for the substrate, but turns out i have no fucking clue how to get the distance beyween layers right. if i tweak the value on a vertical layer node it gets too thick and light can't pass through so i don't see the 2nd layer. If i tweak it the other way around the distance between layers becomes too thin and layers just look like one. i'm 3 hours into tutorials and cources and honestly feel like giving up on this system until i wouldn't be able to make my materials in the traditional way at all

    • @VisualTechArt
      @VisualTechArt  4 หลายเดือนก่อน +1

      Well UE has never been intended for stylized rendering anyways, that makes very tough going for that. We basically have to rely almost only on workarounds

  • @ethanwasme4307
    @ethanwasme4307 11 หลายเดือนก่อน

    first

  • @plasid2
    @plasid2 11 หลายเดือนก่อน

    For me these materials are complete unnecessary, better idea was implements some procedural textures system

  • @teodorstaicu38
    @teodorstaicu38 11 หลายเดือนก่อน

    Its a good thing you prefaced this with the statement that you are an experienced tech artist in shaders cause i wouldnt have guessed it. So you havent heard of F0 before? I agree that this feature is overhyped especially by people that have no clue what it is but thats just marketing. It baffles me how on one hand you trash their work and on the other hand you go out of your way to reproduce the same effects. Why?

    • @VisualTechArt
      @VisualTechArt  11 หลายเดือนก่อน +4

      I know it's hard in this world of polarized opinions to digest one that is not, but I don't think I trashed anyone's work and didn't even make my own thing to achieve the same result. All I did was comment based on personal thoughts and a breakdown of my findings :)

    • @ivanrodriguez956
      @ivanrodriguez956 5 หลายเดือนก่อน

      I'm not sure we watched the same video... where did he trashed anyone's work? Honestly you sound so pedantic