Nice video, I haven't used this system in quite some time because at the time I didn't understand it very well. This is easy to follow & got me back up to speed. I dare say It's not for me as I can do all this in a single material without breaking a sweat because it's just easier for me since I'm used to that system.... But I probably wouldn't of known without seeing this & how well you show & explain it. Saves me time finding out the hard way. Thanks!
For those talking about optimization, correct me if im wrong, but the simple answer is to do this work in a program like Substance. If you need interactivity at runtime consider decals or this approach for one-off use cases. Ya?
Remember, the skill in shader creation is not from stacking effects but from the optimization. This naive approach will work for offline and portfolio but this uses way too many samples for game art and is very slow. 1-2 Samples = Mobile, 3-4 texture samples = very fast, 5-6 average, 7-8 getting quite a lot. This looks like 20 samples?. Sampling the texture is the most expensive in your shader as the GPU waits a long time for fetching it. The cost also increases exponentially the more you have
Hey there... Since I'm new to this thing, I'll watch this video... But the things you're talking about like optimization and stuff, where can I find videos that teach layered texturing with mesh and texture optimization? I would like to watch those videos too
Exactly, many of these layers could be done into one with some procedurality, and many more reused of samples, merged into the same material. That access to layers methodology is what us ,Technical artist, optimizing just either fully rework to entirely remove via other well known battle tested techniques or straigh up downgrade. Used wrong this method will definitely gut your performance in a project. But it does look freakishly nice and cool
That is exactly what went through my mind, this looks expensive maybe it for the cinematic shots, I think I need to find something that will help me texture a large crane asset with minimal shaders,
true, but : here he present it as many layers of damage & rust. It's an extrême way to use it. If you think of it as a large asset (that you can't do in substrance because of textel density) with multiple material at once (metalic part, wood part, rubber part, etc... ). You can use one mask as ID and then have only 1 draw call for the whole asset, with good textel density and an average of 3~5 samples per ID parts.
What about shader complexity and optimization? This type of material is significantly harder to optimize than traditional ones when comparing identical parameters.
It's heavier on performance than regular materials, this is intended for when you need high resolution materials on high end devices and for games where you get really close like FPS. I wouldn't recommend it for mobile or lower end devices.
Nice video, I haven't used this system in quite some time because at the time I didn't understand it very well. This is easy to follow & got me back up to speed. I dare say It's not for me as I can do all this in a single material without breaking a sweat because it's just easier for me since I'm used to that system.... But I probably wouldn't of known without seeing this & how well you show & explain it. Saves me time finding out the hard way. Thanks!
Love this!! I checked the blog in Art station two years ago, Daniel helped me with some doubts I had, pretty chill guy.
Found your video through LinkedIn. Appreciate your generous and insightful sharing ❤
Saw it on your LinkedIn - Thanks a lot for putting this out there! 🙏🏼
plus
Amazing content, thank you! Would it be possible to share the broken glass shader setup? Looks also amazing
Thanks! In this scene the glass shader is just an opaque masked material. I'm adding a bit of metallic to it to get more reflections.
Excellent! Well done and thanks for sharing this amazing workflow!
For those talking about optimization, correct me if im wrong, but the simple answer is to do this work in a program like Substance.
If you need interactivity at runtime consider decals or this approach for one-off use cases. Ya?
love it! What video card do you recomend to work in UE?
It depends on what you'll be working on, for games a 2070 would be enough, for films you might need something more powerful.
Loved this !! Thanks a lot for sharing.
So you decided to do it, huh?! Congrats and good luck brother.
Thanks bro! 🙏
hey can you create a material from scrach? im trying to learn unreal i i dont understand the shaders.
Remember, the skill in shader creation is not from stacking effects but from the optimization. This naive approach will work for offline and portfolio but this uses way too many samples for game art and is very slow. 1-2 Samples = Mobile, 3-4 texture samples = very fast, 5-6 average, 7-8 getting quite a lot. This looks like 20 samples?. Sampling the texture is the most expensive in your shader as the GPU waits a long time for fetching it. The cost also increases exponentially the more you have
Hey there... Since I'm new to this thing, I'll watch this video... But the things you're talking about like optimization and stuff, where can I find videos that teach layered texturing with mesh and texture optimization? I would like to watch those videos too
Its quite obscure knowledge you learn over many years. The most important however is to keep texture samples down as much as possible by any means.
Exactly, many of these layers could be done into one with some procedurality, and many more reused of samples, merged into the same material. That access to layers methodology is what us ,Technical artist, optimizing just either fully rework to entirely remove via other well known battle tested techniques or straigh up downgrade. Used wrong this method will definitely gut your performance in a project. But it does look freakishly nice and cool
That is exactly what went through my mind, this looks expensive maybe it for the cinematic shots, I think I need to find something that will help me texture a large crane asset with minimal shaders,
true, but : here he present it as many layers of damage & rust. It's an extrême way to use it.
If you think of it as a large asset (that you can't do in substrance because of textel density) with multiple material at once (metalic part, wood part, rubber part, etc... ). You can use one mask as ID and then have only 1 draw call for the whole asset, with good textel density and an average of 3~5 samples per ID parts.
Kudos for this one.
I'd totally buy this material if you sold it somewhere!
Love that…anywhere we can buy the materials ?
Not at the moment, sorry
holy shxxxxx this looks really good
Thanks a lot great video
Can I purchase your scene or material?
Not at the moment, sorry
thanks
What about shader complexity and optimization? This type of material is significantly harder to optimize than traditional ones when comparing identical parameters.
yes, this will not be acceptable in a game at all but it might be perfectly fine for offline shots or portfolio renders, concept art etc.
It's heavier on performance than regular materials, this is intended for when you need high resolution materials on high end devices and for games where you get really close like FPS. I wouldn't recommend it for mobile or lower end devices.
@@ShrikeGFX it is acceptable for some purposes and in some cases for games, but definitely not something you can use anywhere.
thanks a lot
Came here from LinkedIn 😁
it see3s like a 9ood 3ethod for if u waanna have one envionent and show ti3e past. like 4 exa3ple hyrule castle 6efore and after link 9rows up
This is a bit off topic but you look like gothamchess.
thnx man for the breakdown.