Local Volumetric Fog - Advanced Materials - Episode 23

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  • เผยแพร่เมื่อ 23 ธ.ค. 2024

ความคิดเห็น • 130

  • @rickfuzzy
    @rickfuzzy ปีที่แล้ว +35

    Unreal starts: @26:30

    • @bouriquet21000
      @bouriquet21000 7 หลายเดือนก่อน

      thanks bro

    • @frumpeting
      @frumpeting 3 หลายเดือนก่อน

      If you use "bro" to communicate your among the wrong people.

    • @fv4202x
      @fv4202x 3 หลายเดือนก่อน

      @@frumpeting why

  • @SwingPoynt
    @SwingPoynt ปีที่แล้ว +32

    I've been watching your Beginner Series and I'm overjoyed to see you still uploading and on advanced topics. You really are a gem to the community.

  • @okynomy7681
    @okynomy7681 6 หลายเดือนก่อน +5

    Hi! This is exactly what I was looking for!!! Thank you so much! For Unreal 5.3 the Object Local Bonds node (wich is now of color red) is slightly different, here's how I connected this node: "Extents" to Divide B and "Min" to Subtract B

  • @jihadrouani5525
    @jihadrouani5525 ปีที่แล้ว +2

    I saw "local" and "fog" in the same sentence in YT notification, that was all I had to see to drop everything I've in hand and watch this, I've no doubt it'll be another super awesome video, thanks as always =]

  • @raptoreagle2000
    @raptoreagle2000 ปีที่แล้ว +8

    The “Object local bounds” in your material node graph doesn’t seem to be in ue5.3. Is there a walk around?
    Thanks

    • @4lifescrea
      @4lifescrea ปีที่แล้ว +21

      Hey, create " local position " node. Click it then change its material function to " object local bounds ".

    • @RainsalotProductions
      @RainsalotProductions ปีที่แล้ว +1

      @@4lifescrea Ben needs to pin this

    • @xylvnking
      @xylvnking 10 หลายเดือนก่อน

      thanks! @@4lifescrea

    • @senseoffender9655
      @senseoffender9655 6 หลายเดือนก่อน

      @@4lifescrea Thank you!

    • @andreoshea283
      @andreoshea283 2 หลายเดือนก่อน

      @@4lifescrea Life saver fr

  • @LordsDard
    @LordsDard ปีที่แล้ว +3

    Finally local fog! Thank you Ben!

  • @justinjacotdeboinod5464
    @justinjacotdeboinod5464 ปีที่แล้ว +8

    Awesome tutorial as usual Ben. There really isn’t a ton of great ones out there. I’m hoping you continue this as a series and add shadows and show us ways it could swirl around objects in the environment. Epic showed off some of that in a long chat, but they didn’t go in depth on how to implement. Good stuff as usual!

  • @brso5751
    @brso5751 27 วันที่ผ่านมา +1

    In UE5.4, it seems that, you could replace the 2 local + substract + divide by function "boundingBoxBased_0-1_UVW"

  • @rafaelserralheiro3d
    @rafaelserralheiro3d 7 หลายเดือนก่อน +2

    Amazing work Ben :D! In 5.3 the Object Local Bound node is different but here is the code to the one Ben is using in his video. Just copy the code and paste it on your node graph:
    ----------
    Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name="MaterialGraphNode_0" ExportPath=/Script/UnrealEd.MaterialGraphNode'"/Engine/Transient.SHaderTest:MaterialGraph_0.MaterialGraphNode_0"'
    Begin Object Class=/Script/Engine.MaterialExpressionMaterialFunctionCall Name="MaterialExpressionMaterialFunctionCall_0" ExportPath=/Script/Engine.MaterialExpressionMaterialFunctionCall'"/Engine/Transient.SHaderTest:MaterialGraph_0.MaterialGraphNode_0.MaterialExpressionMaterialFunctionCall_0"'
    End Object
    Begin Object Name="MaterialExpressionMaterialFunctionCall_0" ExportPath=/Script/Engine.MaterialExpressionMaterialFunctionCall'"/Engine/Transient.SHaderTest:MaterialGraph_0.MaterialGraphNode_0.MaterialExpressionMaterialFunctionCall_0"'
    MaterialFunction=/Script/Engine.MaterialFunction'"/Engine/Functions/Engine_MaterialFunctions02/ObjectLocalBounds.ObjectLocalBounds"'
    FunctionOutputs(0)=(ExpressionOutputId=313C7572466CA27A23CDA3B4154F2316,Output=(OutputName="Local Bounds Minimum"))
    FunctionOutputs(1)=(ExpressionOutputId=84309F4A40C6E678F1735DBB1536E381,Output=(OutputName="Local Bounds Max"))
    FunctionOutputs(2)=(ExpressionOutputId=B7B642B942F53C15A85B7A8DF1654AF9,Output=(OutputName="Local Bounds Size"))
    MaterialExpressionEditorX=-627
    MaterialExpressionEditorY=-10
    MaterialExpressionGuid=9BB9686F4F65D63E7CCAF0A1CF0E129A
    Material=/Script/UnrealEd.PreviewMaterial'"/Engine/Transient.SHaderTest"'
    Outputs(0)=(OutputName="Local Bounds Minimum")
    Outputs(1)=(OutputName="Local Bounds Max")
    Outputs(2)=(OutputName="Local Bounds Size")
    End Object
    MaterialExpression=/Script/Engine.MaterialExpressionMaterialFunctionCall'"MaterialExpressionMaterialFunctionCall_0"'
    NodePosX=-627
    NodePosY=-10
    NodeGuid=52C21C7F4EF836927FD75589D36FD3BB
    CustomProperties Pin (PinId=ADDDD66D4D5A69E09320E887009565B7,PinName="Local Bounds Minimum",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=F29B0B4F4B86C7FF129A65A0A4E55380,PinName="Local Bounds Max",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    CustomProperties Pin (PinId=95E4B13048AAE471995873BC4BB8E74C,PinName="Local Bounds Size",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
    End Object
    --------------

    • @papo5239
      @papo5239 4 หลายเดือนก่อน

      Wow Noice !

  • @DaDarkDragon
    @DaDarkDragon ปีที่แล้ว +20

    For unreal there are some console commands that you can set to control the quality
    r.VolumetricFog.GridPixelSize (number)
    Lower is better quality but more expensive
    r.VolumetricFog.GridSizeZ (number)
    Higher is better quality but more expensive

    • @DeathWrench
      @DeathWrench ปีที่แล้ว

      I've found that these give the best results without completely decimating performance:
      r.VolumetricFog.GridPixelSize 3
      r.VolumetricFog.GridSizeZ 256

  • @KevinRyborz
    @KevinRyborz ปีที่แล้ว +10

    The fog is spiky and looks low res in my project. I have set scalability to high and also tried cinematic but its not really chaning anything. What could be causing this?

    • @kratos7334
      @kratos7334 9 หลายเดือนก่อน +2

      The texture or the tiling of the texture
      If the texture is so noisy it will give you spiks
      Try making the texture a lot bigger

    • @MZONE3D
      @MZONE3D หลายเดือนก่อน

      Yeah ive got the same. I dud a 2k and 4k texture, doesnt work

  • @xXxebubekirxXx
    @xXxebubekirxXx ปีที่แล้ว +5

    where do i get the textures you use from,in unreal engine 5

  • @Flexistentialist
    @Flexistentialist ปีที่แล้ว +2

    Thank you for the knowledge.

  • @rickfuzzy
    @rickfuzzy ปีที่แล้ว +2

    Hey Ben. Such a great tutorial. Love all you vids. It’s so good to have someone properly explain what they are doing instead of just doing it. Just a note on this vid, maybe add chapters so people can skip. I have no interest in unity and when I refer back I have to scrub through

    • @BenCloward
      @BenCloward  ปีที่แล้ว +2

      Thank you - and thank you for the suggestion about the chapters. That's a good idea.

  • @ratamorph
    @ratamorph ปีที่แล้ว +6

    What parameters are you using so smooth out the results in unreal? with the defaults mine looks pretty blocky. I'm adjusting r.VolumetricFog.GridPixelSize and r.VolumetricFog.GridSizeZ and it does improve but I just can't get it to look as smooth as yours? Also will you be covering the other effects we see at the beginning?

  • @victoruvege6520
    @victoruvege6520 ปีที่แล้ว +3

    This is quite interesting! I was doing something in Unreal similar but with niagara for steamy hot water, and I think this could be more easier to apply to. Thanks for the tutorial as always!

  • @tjbearytales1
    @tjbearytales1 ปีที่แล้ว +2

    Mate, you’re a legend. Thanks man!

    • @Ebani
      @Ebani ปีที่แล้ว

      A legend among legends

  • @driftmirror
    @driftmirror ปีที่แล้ว +1

    This is amazing, thank you for the thorough explanation! Definitely will put this to use.

  • @Kinosei30
    @Kinosei30 ปีที่แล้ว +2

    Excellent tutorial. Love your videos, very explained.
    I was wondering if there's any possibility to create an emissive fog like this one in Unity. I see there's no emissive input node on the fog graph and adding it directly to base color won't do much. I wanted this type of fog on a dark corridor, but the lack of light makes it very hard to see, and I don't want to add more lighting to the scene. Do you think it would be possible some how?

  • @krz9000
    @krz9000 ปีที่แล้ว +1

    The ben cloward way of doing things is always a bit more refined from what i come up with 😂 time to update another shader

  • @er22334
    @er22334 5 หลายเดือนก่อน +1

    ty

  • @WickedLizardWizard
    @WickedLizardWizard 8 หลายเดือนก่อน +1

    This video helped me a lot, thanks king.

  • @ethanwasme4307
    @ethanwasme4307 8 หลายเดือนก่อน +1

    maybe i missed something, but I had a bug where the fog gradient was inverted, instead of (1.5) on flatten I had to use (-1.5).
    you can also invert then subtract that sphericle square mask he made at the beginning of the from the final result to bring back the shape control

    • @sirhawke3261
      @sirhawke3261 6 หลายเดือนก่อน

      i was thinking about the same thing but i cant seem to be able to recreate it. if i put the shape there and subtract it, i still see very clear and sharp edges of the fog. care to elaborate?

  • @musicdudem6673
    @musicdudem6673 7 วันที่ผ่านมา

    Hey Ben, How would you disperse the fog? Say have the character run around, and have a sphere around them you can toggle on and off that clears the fog around player, but keeps the fog going outside of it?

  • @stuntwill
    @stuntwill ปีที่แล้ว +1

    I came here for UEFN help, and unfortunately there is no ObjectLocalBounds within the Materials section. Can't make a fog volume without that, can you?

  • @monsterinsane2228
    @monsterinsane2228 ปีที่แล้ว +1

    Hi, I'd love to know if we can somehow make this material can cast shadow?

  • @MarvelMaster
    @MarvelMaster ปีที่แล้ว

    This with simple interactions like walking thru and removing at player position and slowly coming back would be cool

  • @tranceemerson8325
    @tranceemerson8325 ปีที่แล้ว +2

    is there a way to connect this to a flow map so that the fog appears to move around obstacles like hills?

  • @ytb5808
    @ytb5808 3 วันที่ผ่านมา

    First of all, thank you!
    I would like this local fog to take the form of a procedural mesh, is it possible? I read that a solution would be to use UVs but I haven't succeeded yet and in any case I fear that it will break the material (which uses local position and object local bounds), am I wrong?

  • @Azer0sz
    @Azer0sz ปีที่แล้ว +3

    Hey Ben, thank you very much for this video! How would you go about adding AO/Self-shadowing to this volume (Unreal)? I'm playing around and I think your height blend looks REALLY good but AO would probably add that extra spice. If I end up finding a good solution I'll add another comment XD

    • @IndyStry
      @IndyStry ปีที่แล้ว

      Please lemme know if you find a way to add shadows and AO to this for realism! Thanks! :)

    • @Azer0sz
      @Azer0sz ปีที่แล้ว

      yeah actual AO plugged into the nodes would be god tier, the only trick I was able to do is to use distance fields to tint the albedo so you get some fake AO going on. (Fog gets darker the closer it is to the ground)

    • @_Echolalia
      @_Echolalia ปีที่แล้ว

      Same :(

  • @ThatTechGuy123
    @ThatTechGuy123 ปีที่แล้ว +1

    Thank you for the video i love all these shader videos 🙂

  • @velocifossa
    @velocifossa ปีที่แล้ว

    Great Video! Very nice effect, at least in UE5. Been trying to figure out how I can invert the fog, so all of the fog generates and flows around the border with the middle relatively clear. Having a super hard time conceptualizing the solution for some reason.

  • @topraktunca1829
    @topraktunca1829 ปีที่แล้ว +1

    YOU are the BEST !

  • @radekstarec9718
    @radekstarec9718 ปีที่แล้ว +2

    Hi Ben, first of all let me thank you for all your hard work and tutorials. You are the reason people like me can learn how to work with materials and only because of you I started learning all about the art that shaders can provide. I would like to ask one thing that is unclear of me if a materia for example water shader has 2 methods of creating flowing ripples each suitable for different space of water and I switch between them using a boolean as a parameter, will both calculation proceed so the shader will be as expensive as using both methods at the same time or will the shader use only the calculation that is affecting the final output so the other one will not calculate. In other words, would it be better to use different master materials for each method or one material main for all? Thank you again for all your work and the time you put into your videos.

  • @manonthedollar
    @manonthedollar ปีที่แล้ว

    Thanks, this is going to be so helpful to me! It would be helpful if you talked a bit about how expensive shader techniques will be in your videos -- like whether or not something will work for mobile or VR; or if it's meant more for archvis or whatever.

  • @abhinavsinha293
    @abhinavsinha293 5 หลายเดือนก่อน

    Hi,
    I'm using this on UE, for some reason I can't get close enough to the fog. Whenever I try to get closer it disappears. What settings needs to be modified?

  • @潘亮-u2o
    @潘亮-u2o ปีที่แล้ว +1

    hi! ben thank you for your tutorial,but i have a question,
    When camera moves far away,the volumetric fog will disappear ,i try to figure out that why, Spent a lot of time with no results

    • @polloipod6757
      @polloipod6757 ปีที่แล้ว

      Same problem, I don't know why...

  • @youvedos797
    @youvedos797 ปีที่แล้ว

    Very useful content!
    I would like to know what I need to study to get this idea!

  • @tangorn666
    @tangorn666 ปีที่แล้ว +1

    Ben, thanks again on your awesome contributions, I've been learning from you for a few years now.
    I tried to apply volume material on mesh particles in UE5, and it seems like volume bounds are computed from all particles combined rather then each individual particle, so I get a large wall of smoke rather than a smoke trail. Do you know if it is possible to set a volume material so that it follows individual particle bounds?

  • @OhMyShad
    @OhMyShad ปีที่แล้ว

    33:32 How do you get these Constant 2Vector pins? When I get the "Constant 2Vector" I have no X and Y and no RG pin. Im new to materials btw
    Awesome Channel and guides!
    BTW Im using Unreal 4.27, is there any way to still have this pin/pin result?

    • @MultiLock0n
      @MultiLock0n ปีที่แล้ว +1

      Hold 2 and left click for 2 vector, 3 for 3 vector, 1 for constant

  • @DamienRamirez
    @DamienRamirez ปีที่แล้ว

    I've made a few Volumetric systems many different ways & it's obvious when someone knows the Material system like yourself vs some who knows a few nodes VS well "creative people" when it comes to the Fog set up. I've been tiling off World position via param, Divide, Multiply For XYZ which I though was a advanced way to do it, no idea you could do it like this (I guess my 3D texture fog is a like this for some of them. The others use "XYZW" MF's). Gives me a lot to think about going forward.

  • @driftmirror
    @driftmirror ปีที่แล้ว +2

    In Unreal section, by the end you don't connect the Distance nodes at the very bottom to anything? Are those needed? The notes that determine the shape and falloff?

    • @BenCloward
      @BenCloward  ปีที่แล้ว +1

      Those nodes generate a spherical falloff. I used them at the beginning to illustrate how to create something basic inside the volume, but the smoke effect I created didn't need spherical falloff - so I didn't use them for that technique.

  • @НикитаСтепанов-у5е
    @НикитаСтепанов-у5е 2 หลายเดือนก่อน +1

    Legend

  • @snook-official
    @snook-official ปีที่แล้ว +1

    Awesome, in Unreal how did you get the 'extinction' input in the material? is that in the shader settings? I don't think you mentioned that in the video, I don't have it open in front of me to look.

    • @deathclock8905
      @deathclock8905 2 หลายเดือนก่อน

      Choose your materia and in left window, Materia Domain : choose Volume.

  • @CheekyPineGames
    @CheekyPineGames ปีที่แล้ว +1

    This is amazing!!

  • @JGHHTechArt
    @JGHHTechArt ปีที่แล้ว

    Would something similar be possible with fire? By simulating fire in a DCC package such as Houdini or Blender and rendering out "slices" of the flames. Maybe panning noise against their UV's to make the flames dance? Or even a flow map. Do you think having a 3D flow map texture would be too much?
    Thank you for all the incredibly valuable content you post!

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      Yes, that is very doable. In fact, I think Epic just added a feature for doing exactly that in Unreal 5.3.

    • @JGHHTechArt
      @JGHHTechArt ปีที่แล้ว

      Oh, neat - thank you for the help! I’ve got some renders planned that would benefit greatly from such a technique

  • @brettwheeler7793
    @brettwheeler7793 8 หลายเดือนก่อน

    Not sure if I'm doing something wrong but my fog is disappearing the farther I move from the box. Does this happen to anyone else?

    • @sirhawke3261
      @sirhawke3261 6 หลายเดือนก่อน

      try looking in your Exponential Height Fog actor and set View Distance to something higher

  • @hotsauce7124
    @hotsauce7124 ปีที่แล้ว

    Thank you so much. Perfect Timing...I NEEDED this for UE5. In UE5, will gravity make the fog fall if I raise it above the ground?

  • @aneesaziz3611
    @aneesaziz3611 11 หลายเดือนก่อน

    How can i use this fog to create a smoke effect. Billboards look ridiculous when player is moving

    • @vjcodec
      @vjcodec 9 หลายเดือนก่อน +1

      I think you need to use a particle system for that.

  • @ghadamaher697
    @ghadamaher697 ปีที่แล้ว

    ❤❤❤
    I want to ask you
    If i want to put noise in normal what node is used between them in unity

  • @neritonreis3340
    @neritonreis3340 ปีที่แล้ว

    Cara você não ensinou a fazer o Material Volume Fogo
    Conseguir fazer mais so funciona com a qualidade gráfica acima do médio no caso no alto, se for do médio para baixo o shader some

  • @mouadelmoujaddidi6580
    @mouadelmoujaddidi6580 11 หลายเดือนก่อน

    Hey, is it possible to increase the draw distance of this volumetric fog? So we can see it far away

    • @BenCloward
      @BenCloward  11 หลายเดือนก่อน

      It is possible, the the larger the volume is, the more samples are required to render it, so it's more expensive to render when it's larger. So you have to find the right balance between size and cost.

  • @xylvnking
    @xylvnking 10 หลายเดือนก่อน +1

    using 5.3 and shadows had to be set to high in scalability or else the fog doesn't show up, in case anybody has that issue too :)

  • @Uncle_Fred
    @Uncle_Fred ปีที่แล้ว +1

    This is nice. I wish Unreal would buyout and integrate Ultra Dynamic Sky, Fluidninja (fogs/smoke) and Fluid Flux (flowing water) or build a unified system. These prebuild systems are pretty well optimised, and have a ton of easy to use and powerful features. This would really help to lower the barrier for artists.

  • @LoopSkaify
    @LoopSkaify ปีที่แล้ว

    Hi Ben, do you know wether there is a way to have some kind of local volumetric fog which is not depending on the volumetric fog flag? like for light cones, to have the effect of them being volumetric instead of simple transparent cones etc. maybe this can be done with beer's law or another method.

  • @sechygs
    @sechygs ปีที่แล้ว

    It would be super interesting to see cloud materials

  • @alexanderalikin1210
    @alexanderalikin1210 ปีที่แล้ว +1

    Sadly, it doesn’t react to the light. So, you’d have to calculate self-shadowing and color by yourself, and that requires ray marching.

    • @mushudamaschin2608
      @mushudamaschin2608 10 หลายเดือนก่อน

      I am pretty sure it is lit by lighting, has been since ue4. Games have had lit, performant volumetrics since forever in many engines.
      Been playing God of war recently on PS4 that has some nice ground fog with light beams going through it, albeit a little low res.

  • @DavidWKimber
    @DavidWKimber ปีที่แล้ว

    Awesome as always Ben! Question: Mine fades out when the camera moves further back from the volume. Is that in the Exponential Height Fog settings?

    • @1011theory
      @1011theory ปีที่แล้ว

      yes. try setting fog viewdistance to a very high value and you should see the effect in the distance. Not sure about the performance impact of rendering something like this in the far distance, though

  • @bluereva5828
    @bluereva5828 ปีที่แล้ว +1

    Thanks a lot ... These kind of Effects can be simulated by VFX tools too ... i wonder which way will be more performance friendly ?

  • @andrew.r.lukasik
    @andrew.r.lukasik ปีที่แล้ว

    URP, how/when ?

  • @n1lknarf
    @n1lknarf ปีที่แล้ว

    I assume using this technique for ground dust clouds is cheaper on peformance than niagara particles, or not?

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      I believe that may be true, but I'd want to test it to be sure. It would depend a lot on how many particles you decided to use in the niagara effect.

  • @da-mor
    @da-mor ปีที่แล้ว

    That's so nice! Great Tutorial. This got me an idea. Do you think it is possible to use it as fog of was for a strategy game using the char position to mask the fog? I will do some test as soon I find some time! :D

    • @da-mor
      @da-mor ปีที่แล้ว

      fog of war*

  • @lucassanchez4763
    @lucassanchez4763 ปีที่แล้ว

    Hello! thanks for your content, it's really useful 😊 I'm having some trouble with it tho, the fog turns black when I try to render it, any help would be appreciated :)

  • @jihadrouani5525
    @jihadrouani5525 ปีที่แล้ว

    URP doesn't support the volume fog component, is there a way to create this effect in URP?

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      There isn't a way to do this in URP, no.

    • @jihadrouani5525
      @jihadrouani5525 ปีที่แล้ว

      @@BenCloward I have already suggested to Unity a URP version of the volumetric fog in the roadmap site, hopefully they consider it. But I saw so many volumetric fog shaders in Unity assets store so it must be possible I think.

    • @alexanderalikin1210
      @alexanderalikin1210 ปีที่แล้ว

      @@jihadrouani5525 it’s possible, but you’d have to create everything from scratch.

  • @paulkelsey2632
    @paulkelsey2632 ปีที่แล้ว

    A lot of great stuff here. Thank you. I'm sure you probably know, but Named Reroute Declarations nodes can really help to clean up material graphs.

  • @Meijiayu
    @Meijiayu ปีที่แล้ว

    It is really Cool!Thank you teacher!

  • @unrealtuts
    @unrealtuts ปีที่แล้ว

    can we have imposter in unity shader graph as next tutorial?

    • @unrealtuts
      @unrealtuts ปีที่แล้ว

      it can be split into short series too

    • @unrealtuts
      @unrealtuts ปีที่แล้ว

      can be great for tutorial and learning lesson as well as useful for unity users

  • @kapitantemplar8223
    @kapitantemplar8223 ปีที่แล้ว

    Is it somehow possible to use it with URP?

    • @BenCloward
      @BenCloward  ปีที่แล้ว +1

      No, URP doesn't support volumetric fog, but you may be able to create something similar with a particle effect.

  • @afrikaansedude2525
    @afrikaansedude2525 ปีที่แล้ว

    Please do a grass shader 🥺🔥

  • @makoado6010
    @makoado6010 ปีที่แล้ว

    it something like what fluidnija do.

  • @starbuck3980
    @starbuck3980 ปีที่แล้ว

    How do you get HDRP version 15? Unity just give me version 12, it is cause you use Unity 2023? this is just for Unity 2023?

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      Yes, I'm using 2023.1 - the most recent beta version.

  • @doelhasan7310
    @doelhasan7310 ปีที่แล้ว

    What CPU and GPU do you use?

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      I have a Ryzen 3900X and an RTX 4080.

  • @chaosordeal294
    @chaosordeal294 11 หลายเดือนก่อน

    26:26 Unreal

  • @mysticstyle9147
    @mysticstyle9147 ปีที่แล้ว

    Hi is there a way to contact you? or show you the effect, I run into some issues and don't know how to fix them

  • @666cowboy
    @666cowboy ปีที่แล้ว +1

    More like Ben Cloudward

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      Ah - that's a good one.

  • @zyu043
    @zyu043 ปีที่แล้ว

    Coool!

  • @cmds.learning7426
    @cmds.learning7426 ปีที่แล้ว +1

    哦,amazing

  • @khsang1013
    @khsang1013 ปีที่แล้ว

    Holy

  • @FORESTTELFORD
    @FORESTTELFORD ปีที่แล้ว +1

    Fog!

  • @nutellaj1778
    @nutellaj1778 7 หลายเดือนก่อน

    man, this is so hard...

  • @ilhabela3d
    @ilhabela3d 11 หลายเดือนก่อน

    I love your videos, but I don't like how you mix Unity and Unreal videos. To understand the beginning of the Unreal Engine part we need to watch the Unity part. No problem with both content, the problem that I see is mix information. Ps.: I can't wait to see the water material complete.

  • @everlastingmedia
    @everlastingmedia ปีที่แล้ว

    Unity 2023.... omega oof. That kills me.

  • @kaav8712
    @kaav8712 10 หลายเดือนก่อน +2

    is there any way to make this work with path tracing?

  • @SAYRESS
    @SAYRESS 3 หลายเดือนก่อน

    what if i dont have "object local bounds" node.. it is red and have different pins on 5.4...

    • @brso5751
      @brso5751 27 วันที่ผ่านมา

      read comments

  • @starbuck3980
    @starbuck3980 ปีที่แล้ว

    There is not Volumetric samples anymore in hdrp, there is other way to get it?