Unreal 4 Tutorial: Advanced tron material #1

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 218

  • @ciril2643
    @ciril2643 9 ปีที่แล้ว +10

    Hey there, nice tutorial! Just wanted to add that if you want sharp corners just put a "Ceil" node between the "Subtract" and "Lerp" nodes, to round off the float that comes out of the gradient to the nearest integer. You will have to decrease the sharpness to a low number, though - something like "0.1".

  • @kameenavery9616
    @kameenavery9616 3 ปีที่แล้ว

    I have used this tutorial multiple times and I come back because you explain so well and simply

  • @spacepirate9882
    @spacepirate9882 ปีที่แล้ว +2

    The problem with using UV to detect edges is that this outline will only be uniform with uniform UV like a cube. For a rectangle, some edges will be thiner than others

  • @RohitKotiveetil
    @RohitKotiveetil 10 ปีที่แล้ว +4

    This is really cool! Thanks a lot for this tutorial. I've been using your original tron material in my project.

  • @JoshLathamTutorials
    @JoshLathamTutorials 11 หลายเดือนก่อน +2

    Awesome! Still useful to me today, thank you. :)

  • @PotatNetflix
    @PotatNetflix 7 ปีที่แล้ว +12

    Pretty good tutorial. With a few adjustments it worked for ShaderForge in unity

    • @MikePost
      @MikePost 7 ปีที่แล้ว

      Hey Watulio, I use Unity5 but don't have ShaderForge. Is there a way to export the Shader code so I can use this in my Unity projects? I really like this material effect and can't seem to find an equivalent tutorial to this using Unity.

    • @gesuusderv6325
      @gesuusderv6325 6 ปีที่แล้ว

      Try rebuilding it in substance designer, i guess

    • @MikePost
      @MikePost 6 ปีที่แล้ว

      Hey Watulio, now that Shadergraph is build into Unity 2018, do you think you can re-create this using Shadergraph so I can see how it should be done. I'm playing around with it now but just can't get it right so far.

  • @CGEstudent
    @CGEstudent 10 ปีที่แล้ว

    Thanks man for an awesome tutorial!! Easy to follow along with, nice job!

  • @RaikoH6644
    @RaikoH6644 10 ปีที่แล้ว +1

    This looks better, and a lot smaller too, thx for sharing.

  • @HawkVisionGames
    @HawkVisionGames 9 ปีที่แล้ว +1

    Thanks for doing this, is a lot easier this way then the way you did before haha. edited the rest of the comment out figured out my problem. But still, awesome tutorial hope to see more from you! :D

  • @mendezcreative
    @mendezcreative 6 ปีที่แล้ว +1

    Thanks for sharing! I actually followed along in Unity using Amplify Shader :) almost identical

  • @AlexMercer1110
    @AlexMercer1110 8 ปีที่แล้ว +1

    Dude, thanks a lot! I knew there was a way of doing this with only instructions but never knew how to actually do it, until this video haha

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      My pleasure :)

  • @AimTech
    @AimTech 7 ปีที่แล้ว +4

    is there anyway to make this work for more than just cubes?

  • @owen8499
    @owen8499 2 ปีที่แล้ว

    Great video, was a great help.

  • @mick384561
    @mick384561 8 ปีที่แล้ว +1

    wow, It's a lot to learn but that was fantastic, If the laser show software I use exepts the format perception neuron in Glow matirial style. this will be amazing but I would just use lines with no shading because as you know laser displays look the same as glow style graphics :)

  • @MCbobalexbob
    @MCbobalexbob 7 ปีที่แล้ว +4

    8:57 I think "Max" node could help with that

  • @GaryParkin
    @GaryParkin 4 ปีที่แล้ว

    This was cool. Thank you. And it does work on a sphere. If you change the edge it almost looks like a sideways creature opening its eye. I may have another use for this. :D

  • @Badkitty24
    @Badkitty24 3 ปีที่แล้ว

    I didn't hear a few steps but it works for me...except mine doesn't GLOW like yours does...it's just a lighter tone of the color i choose

    • @Liaret
      @Liaret  3 ปีที่แล้ว

      That would be a problem with the rendering configuration or scalability settings, I believe. Make sure you are not on low settings or mobile rendering, IIRC that's where the bloom is disabled.

  • @markoramsak9462
    @markoramsak9462 8 ปีที่แล้ว +15

    The problem about this material is that it will only work on box

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      No, not really. It works on whichever mesh you UV-map for it.

    • @UpsideDownTeapot
      @UpsideDownTeapot 8 ปีที่แล้ว +1

      Any chance you can show us how that would work?
      I have tried unwrapping by polygon, unwrapping it by angle and using material id's.
      Nothing seems to work - the glow seems to appear randomly.

    • @Liaret
      @Liaret  8 ปีที่แล้ว +1

      everkaaik Yeah, that tutorial is long due. I am still trying to find time to make it, sorry :(
      I used Maya to unwrap the UVs based on the glowing rectangle I made up in Photoshop - which simulates the way this material applies on the mesh.

    • @Mewbits
      @Mewbits 5 ปีที่แล้ว

      Yeah. I tried unwrapping by polygon too, doesn't work. I just want it to work on edges. Something tells me you used overlapping UVs which isn't a good idea.

    • @RobertDoman
      @RobertDoman 5 ปีที่แล้ว

      @@Mewbits technically he would have, but when you import a model with overlapping UVs, Unreal auto generates an alternate UV map for lighting data. To check on this, you can find it when inspecting your model in Unreal. (you may also want to change the light map resolution to be appropriate for the size, scale and importance of your model)

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay 4 ปีที่แล้ว

    AWESOME! But how could we make the glow pulsate?

  • @shannonsummitt7482
    @shannonsummitt7482 6 ปีที่แล้ว

    Why are the black lines in my "OneMinus" nodes off center? Is there something I didn't check or change?

  • @DevinDTV
    @DevinDTV 7 ปีที่แล้ว +2

    I did exactly what you did in the video and it says 1/16 texture samples, 89 base pass shader instructions, 31 vertex shader instructions.

  • @Alexotronic
    @Alexotronic 9 ปีที่แล้ว

    Excellent Tutorial. Good pacing. Subbed!

  • @lonewolfchf4072
    @lonewolfchf4072 4 ปีที่แล้ว +1

    I need help, i want to change the material of the base, like the black part, I want to change it to more metallic and shiny , how can I do that? pls help

    • @heehee6514
      @heehee6514 4 ปีที่แล้ว +1

      Your the only person here that has been at this video quite recently, Why i put the material on an object its way to bright, did you have this issue?

    • @lonewolfchf4072
      @lonewolfchf4072 4 ปีที่แล้ว +1

      @@heehee6514 oh , if ur glow is too strong u can just turn down the glow strength

    • @heehee6514
      @heehee6514 4 ปีที่แล้ว

      @@lonewolfchf4072 yeh I did that, Think I turned it to ten, Actually I might of forgotten to apply it and save

  • @ZRayTheBosS
    @ZRayTheBosS 6 ปีที่แล้ว

    Can you make a tutorial showing us how to make the windows on a textured building light up? in the unreal engine

  • @SpikeTheSpiker
    @SpikeTheSpiker 8 ปีที่แล้ว

    Thank you for the tutorials :)

  • @jr9843
    @jr9843 4 ปีที่แล้ว +3

    Does this work with more complex shapes and can you limit the minimum angle of the edge to which emission is added? Basically what i'm asking is could i use the same principles for making an edge highlight for a low poly rock material?

  • @greenjd3700
    @greenjd3700 6 ปีที่แล้ว +1

    thank you, this helped me alot!

  • @MonstroUK
    @MonstroUK 9 ปีที่แล้ว +1

    Thank you for the tutorial. Is this material suitable for non geometric shapes? If I wanted a character to have similar effects going on would this work or would I have to create a more traditional material?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      +Neil Castle You'd have to go through some manual UV-mapping, using a similarly looking material mock in Maya or other modeling software.

  • @MF99K
    @MF99K 7 ปีที่แล้ว +1

    I don't know what I did wrong but I followed along and nothing happened :/

  • @brettshipes
    @brettshipes 9 ปีที่แล้ว

    I did this for VR, made a video on instagram, and the UnrealEngine account reposted it. Good work here!

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Brett S Yeah, I saw that post, nice work :)

  • @psych_girl_8225
    @psych_girl_8225 4 ปีที่แล้ว

    Is there a way to change the black part of the material to an alpha channel?

  • @euden
    @euden 9 ปีที่แล้ว +2

    Hi, I was wondering if you could possibly add to this tutorial to cover custom meshes. Also, if I begin a new level in unreal and try to map this material to the 'floor' of the level it doesn't work, it instead glows completely all over really brightly, any ideas?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      euden Hi,
      New level uses the BSP geometry, which has completely different UV mapping than the cube. Using custom meshes with this material is as simple as making proper UV maps in the modeling/sculpting software. I can't promise any tutorial on this topic soon, sorry, I am stuck with tons of work :(

    • @euden
      @euden 9 ปีที่แล้ว +1

      Not to worry, I'm sure I'll figure it out :)

    • @anghelnicky
      @anghelnicky 6 ปีที่แล้ว

      @@euden did u figure it out cuz i've been spending 5 hrs trying to do it ..... it has to do with the uv mapping but i can't manage to do it right

    • @euden
      @euden 6 ปีที่แล้ว

      @@anghelnicky Unfortunately not sorry. I dropped working on it and moved on.

  • @unrealstudent2239
    @unrealstudent2239 ปีที่แล้ว

    how do i get this to work on other shapes than cubes?

  • @BitchesLoveGoodra
    @BitchesLoveGoodra 8 ปีที่แล้ว

    How could you change this to become like a grid? So it divides the cube shape up rather then just lights the edges? I know nothing about materials so forgive me if thats a ridiculous question

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      +TheMalibuLizard it's a good question, I actually needed this functionality myself. You only need to add couple of nodes, I believe I covered it in the last tutorial about tron material on my channel. Check it out, and write me if you'll have any more questions :)

  • @furrybproductions
    @furrybproductions 4 ปีที่แล้ว

    How would I invert this so that the center glows and the edges are dark?

  • @MsDevilMaria
    @MsDevilMaria 7 ปีที่แล้ว

    Very inspiring, thank you very much ^^

  • @fallenapollyon2718
    @fallenapollyon2718 8 ปีที่แล้ว

    I took the texture coordinate. changed settings on everything to make it tiled. and that worked great. But I'm also trying to make the black surface completely see through so I can add multiple layers of the glowing grid but cannot seem to do this without making the light up sections invisible too. any suggestions.

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      +Alec Gordon use the code for getting white borders as an opacity mask instead of emissive.

    • @fallenapollyon2718
      @fallenapollyon2718 8 ปีที่แล้ว

      +Liaret lol. that was easy. Thanks for the reply. it looks good and good job on tutorial. one thing. please talk a little slower on tutorial. hard to read inputs on screen. other than that thanks very much.

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      Alec Gordon np, will keep in mind next time :)

  • @Staglaitor
    @Staglaitor 3 ปีที่แล้ว

    Sorry that i went on your video with big steps - and seamingly mised this but can i use this for edge wear?

    • @Liaret
      @Liaret  3 ปีที่แล้ว +1

      hmmm sure, good idea. I think you'll just need to use some noise or otherwise interesting texture to blend wear textures into the material, but that should work. Let me know how it goes!

  • @unrealengineruseng9583
    @unrealengineruseng9583 4 ปีที่แล้ว +4

    THANK YOU MAN !!!

  • @fall-neckthetallneck2977
    @fall-neckthetallneck2977 8 ปีที่แล้ว

    QUESTION!!! Can you use a gray scale map to show Unreal which parts of an object are more shiny than other parts of the object? Like say you have a metal gun with rust on the side. The metal on the gun would be more metallic then the rust which would affect the amount of reflection that comes off of the mesh?

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      +Jarhead Junior sure you can, that's a part of PBR rendering pipeline. Just connect the map to the Roughness (and possibly specular, depending on the effect you wanna achieve), and make sure the map has whites for the most matte surfaces and blacks for the most reflective ones. However, this is only the roughness - if you also want to simulate metal surface, you will need to create a metallic map and connect it to Metallic channel. Same idea, but metallic works "physically correctly" only with 0 or 1 values (0 = non-metallic, 1 = metallic). You may find more info on Unreal docs pages.

    • @fall-neckthetallneck2977
      @fall-neckthetallneck2977 8 ปีที่แล้ว

      Liaret Thanks for the quick answer. I use substance painter 2 so it's get the proper maps that I need.. =)

    • @Liaret
      @Liaret  8 ปีที่แล้ว +1

      +Jarhead Junior keep in mind that you can use Substance plugin for Unreal, which will simplify the workflow and let you tweak substances in UE4.

    • @fall-neckthetallneck2977
      @fall-neckthetallneck2977 8 ปีที่แล้ว

      Liaret That's for substance designer and I haven't found any tutorials that teach it well enough. Substance Painter just exports maps.

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      +Jarhead Junior right, my bad :)

  •  4 ปีที่แล้ว

    How do you compile it? There's no option in the blueprint as it still appears like a default material.

    • @Liaret
      @Liaret  4 ปีที่แล้ว

      The material? When you save it, it compiles. If it still looks like default grey material, pls look around for compile errors. They r usually on the bottom of the editor.

  • @Spamkromite
    @Spamkromite 4 ปีที่แล้ว +3

    And now, to guess how to apply it to the borders of a single plane... Thanks for sharing the method for cubes though.
    Nevermind, I found out by pluggin in a INVERSE TRANSFORM MATRIX between the last MULTIPLY and EMISSIVE COLOR can extrapolate the shiny edges to a single plane. Let's fiddle more...

  • @Liberula1000
    @Liberula1000 9 ปีที่แล้ว

    Hi,
    Is there any possibility of doing a video about a material that fade in/out the colors?
    Thanks

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      +Liberula1000 hi, I didn't quite get what do you mean. Could you be more specific or provide an example? :)

    • @Liberula1000
      @Liberula1000 9 ปีที่แล้ว

      +Liaret Let's say I have two colors and I want them to alternate with an fade in/out effect

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Liberula1000 pls check the next video on my channel, it gives some insight about alternating colors.

  • @CharismaticOutcast
    @CharismaticOutcast 8 ปีที่แล้ว

    where do you pull up the texture coordinate? every time I try I just can't find it. I have never used unreal before, my instructor told us to try based on this video. I don't even know what I am doing. PLEASE HELP.

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      Wow, I already got instructors pointing out my videos, neat :)
      Right-click in the material editor to bring up the node selection pop-up. There are lots of nodes, so you wanna filter them by writing e.g. "texturecoord"
      While you are doing that, it would filter nodes until you see "TextureCoordinate" node in the list. Then just click on it to place on the graph.

  • @jakenelson6557
    @jakenelson6557 9 ปีที่แล้ว

    Hey, Liaret. Great tutorial. Would it be possible to make the centre of the cube transparent while still maintaining the glowing edges?

    • @Liaret
      @Liaret  9 ปีที่แล้ว +3

      +Jake Nelson Hi, sure thing. Set the material type to Translucent and then use the procedural edges (without color) as opacity mask.

    • @DaveyHenry
      @DaveyHenry 9 ปีที่แล้ว +1

      +Liaret This tutorial is amazing and I love what you've done with it. I read the above comment (on how to make he center of the cube transparent) and would love to do the same but am not clear on your instructions. Would you mind elaborating some on that? Thanks :D

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      David Henry sure. Basically you take the whole thing where we procedurally generate edges and end up with square-like texture and use it as an opacity mask. This way the only non-transparent things will be the edges (what we need). Afterwards you can plug any color into base or emissive inputs, which would paint those edges. I can make screenshots for you if you need more info.

  • @NikoKun
    @NikoKun 9 ปีที่แล้ว

    Thanks so much for the great tutorials on this.
    Just a quick question, I'm using this material tiled on a floor, using the method Sebastian S posted here in the comments. And I'm noticing a lot of aliasing artifacts.. Is there a way to fix or reduce that? I'm pretty new to UE4, so I could have missed something simple..

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      +NikoKun My pleasure. Now, I have faced aliasing issues as well. Without going into some kind of post process fix, I'd just suggest you use thicker glow lines. The aliasing appears when the line on your screen is thinner than 1 px, essentially.
      This should be fixable with anisotropic filtering, so you can dig into that as well.

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      +NikoKun Also, AA.

    • @NikoKun
      @NikoKun 9 ปีที่แล้ว

      +Liaret Ah ok, thnx for the quick reply. I'll see if thicker lines will help.. I tried to up the AA, but that just made the grid areas in diagonal directions that were farther away from the player disappear completely to black.
      Is the anisotropic filtering options part of the post processing stuff? Cause I didn't notice it in the normal graphics settings.. :/ Guess I finally need to start learning how PP works.. heh

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      ***** anisotropy is set in the texture settings. We don't use any textures here, so I actually don't know what's up with that :)

    • @NikoKun
      @NikoKun 9 ปีที่แล้ว

      +Liaret hmm, So theoretically, if I use your original Tron material, which used that gradient texture, I could take advantage of anisotropic filtering? (not even sure if that would actually help fix the problem tho, plus I'd have to figure out how to tile that one. heh) For now I'll just mess around with thickness and see if there's anything I can do with PP, but at least it's another idea. ;)

  • @andreasandrew2813
    @andreasandrew2813 8 ปีที่แล้ว

    Hi, first of all, many thanks for your tutorials - they are very helpful!!
    Could you do a tutorial on holographic shaders please? As there are no good tutorials abot that on the net?
    Thank you in advance!!

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      Hello.
      I'm glad I could help :)
      I will keep that topic in mind whenever I get time to work on new videos :)

    • @andreasandrew2813
      @andreasandrew2813 8 ปีที่แล้ว

      That would be awesome! Thank you

  • @issacting7539
    @issacting7539 10 ปีที่แล้ว

    Awesome video :) Thanks

  • @justinkringstad4167
    @justinkringstad4167 8 ปีที่แล้ว +3

    thank you for this, how can I make the black glossy? so it looks like glass?

    • @Liaret
      @Liaret  8 ปีที่แล้ว +5

      +Justin Kringstad just pump the roughness to near 0 and specular to 1.

  • @MrMeen
    @MrMeen 8 ปีที่แล้ว

    Would this material translate to more complex meshes - eg a bicycle or vehicle?

    • @Liaret
      @Liaret  8 ปีที่แล้ว +1

      It would, however you would need to do manual UV-mapping in the 3D software of your choice.

    • @MrMeen
      @MrMeen 8 ปีที่แล้ว

      Liaret Thank you. I will try it out and let you know.

  • @xenstalker02
    @xenstalker02 9 ปีที่แล้ว

    I followed your instructions exactly but I got nothing on my cube. Would it be possible for you to upload the material files for the community to use and study?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Timothy Dilich hey there. Here's the archive with the materials. Let me know if it works or if you need my folder structure (cause uassets are kinda strange in this matter).
      dl.dropboxusercontent.com/u/48256366/TronGlowMaterials.rar

  • @davdavdav94
    @davdavdav94 10 ปีที่แล้ว

    This is great, i'm trying to get a grid effect for my floor like in your previous tron material videos but not had much luck. How do you create this effect?

    • @Liaret
      @Liaret  10 ปีที่แล้ว +1

      Hi, here's a screen of my old material's grid. I have not thought about implementing the grid in the new material as of yet.
      There r some useless nodes here, like two-color switching, so don't mind them. The texture I use can be found in the sample content
      s018.radikal.ru/i511/1503/1e/25e9cafbef69.png

    • @davdavdav94
      @davdavdav94 10 ปีที่แล้ว +1

      Liaret Thanks for the quick response, works nicely.
      Looking forward to your future videos!

    • @anotomie1
      @anotomie1 9 ปีที่แล้ว +1

      Liaret you can multiply and frac directly after the texCoord before it goes into the multiply*0.5 to get a grid effect. you could also save one instruction by using an add instead of a lerp and make it less busy with less branching.
      dl.dropboxusercontent.com/u/107682595/Random/Tron.png
      nice material and great that you have forgone the textures. :D

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Sebastian S perfect, thanks for the insight :-) I was never good at math ;)

    • @drakeblackscales9807
      @drakeblackscales9807 7 ปีที่แล้ว

      Do you still have the blueprint for this? Your dropbox link doesn't work

  • @goblinounours
    @goblinounours 7 ปีที่แล้ว

    I'm curious, does someone know how to do the opposite, meaning a white/colored box with black edges, like this ?

    • @damian8051
      @damian8051 7 ปีที่แล้ว

      I don't know if you still are looking for an answer to this but I accidentally managed to achieve this effect by reducing the "Glow Strength" parameter a lot (around -100)

  • @smudgybrown67
    @smudgybrown67 9 ปีที่แล้ว

    Hey Liaret,
    Firstly 'Happy Friday' to you!
    Thank you so much for the most cool tutorial, thoroughly enjoyed doing it.
    After following it with every detail, I have one small problem whereby the edges do not glow, they just remain dull. I have tweaked the scalar parameter values, however, there's no radiance at all.
    I downloaded your materials also and the same, they appear dull. Would you have any pointers as to why this would be please?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Dominic Brown Hi Dominic,
      Thanks, Happy Friday to you too :)
      It appears that the radiance (or even bloom) is disabled in your engine's settings. Please check out the scalability and rendering parameters in editor settings and project settings.

    • @smudgybrown67
      @smudgybrown67 9 ปีที่แล้ว

      Nice one, thank you for getting back to me.
      Under Project Settings>Engine Rendering>Default Processing Settings, Bloom is on.
      This location was the only place I could find any reference to Bloom.
      As opposed to working on my existing project, I transferred the files to a new project and they display ok, thank you.
      Those settings are like a minefield, lol.
      Thank you again.
      Enjoy the weekend =]

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Dominic Brown no problem, you too :)

  • @DerKincaid
    @DerKincaid 9 ปีที่แล้ว

    Hi, I'm new to UE4 and I followed your steps and created the material and it works good on a cube. But I have a more complex shape, a maze I did in Maya, and just a couple of edges are glowing. Is there a way to tweak this material so that the edges of my maze are glowing? Or do I have to create a alpha map for the edges?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Johnny Blaze Hi there. I also work in Maya and faced the same problem with complex geometry. You have 2 choices:
      - Make custom materials for each model with unique UVs
      - Use one material, like this one from the tutorial, and make custom UVs for it in Maya's UV editor.
      I went with the second approach, cause I knew I will only use those meshes with my glowing material. It is also theoretically cheap, cause you might have a lot of meshes on map using the same material (but different material instances, for example). So I faked the material in Photoshop for a reference, put it into Maya and now I make custom UV maps for my meshes which fit this material. Albeit, it does not work well with complex geometry, but that is to be expected.
      I can provide some screenshots to make it clear, if you need more guidance :)

    • @kevinmartinez8267
      @kevinmartinez8267 9 ปีที่แล้ว

      Liaret Can you make a tutorial of this? or just post the Blueprints here, i know its kinda basic stuff but im learning material scripting

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      Kevin Martinez which blueprints? There are no blueprints involved in the process. I will try to find time for a tutorial, but can't promise any dates for now :(

    • @kevinmartinez8267
      @kevinmartinez8267 9 ปีที่แล้ว

      Liaret I want to create a maze with edges glowing, but i dont understand the part " make custom UVs in mayas UV editor" how that "texture map" will looks like? just highlighting the edge parts on the maya UV texture editor and then change de TexCoor node for my custom texture UV on Unreal engine?

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      Kevin Martinez ok, first of all, this is a tron material mock I made in Photoshop. It simulates the material which is created in the tutorial. You can assign it to your mesh in Maya and then carry around the UV shells in UV editor in the way that the edges you need to be glowing are glowing. I have attached another screenshot for example, where I am mapping round shape's edge to the glow material.
      dl.dropboxusercontent.com/u/48256366/TronMatMock.bmp
      dl.dropboxusercontent.com/u/48256366/MayaTronExample.PNG

  • @EJtheArtist
    @EJtheArtist 7 ปีที่แล้ว

    Hey Liaret! Nice Tutorial, thanks! I'm trying to get this shader to work with custom meshes, shapes that are better than plain cubes. But not having much luck. It works on primitives, but not custom meshes. Any idea why? THanks!

    • @EJtheArtist
      @EJtheArtist 7 ปีที่แล้ว

      Nevermind! Got it! Each polygon needs to be stretched to 0-1 space and overlapping like the primitives! Thanks!!!

    • @llamadohgaming6787
      @llamadohgaming6787 7 ปีที่แล้ว

      @EJtheArtist Could you expand on that solution? I don't quite understand what youre saying. I made a couple of geometry brushes and then converted them to static meshes and I am running into the issue of them glowing super bright. I can't seem to find anything about "stretching to 0-1 space and overlapping". Could you help me please?

    • @EJtheArtist
      @EJtheArtist 7 ปีที่แล้ว

      llamadoH Gaming do an automatic mapping on your object, and then try moving the uvs closer or further away from each other in the uvs editor. If this is not clear enough message me on my channel and I'll make a quick video

  • @h20xyg3n
    @h20xyg3n 8 ปีที่แล้ว

    Hey there Liaret, dont know if you're still gonna reply on this video.. But. I followed this step by step numerous times now and I cant get the Glow to emit off of the material, as shown in this video. As I say I've followed this numerous times, and I recall having it set up properly at one stage but I seem to have changed something in my project settings..
    Bloom is on, any ideas?

    • @h20xyg3n
      @h20xyg3n 8 ปีที่แล้ว

      Image for context... imgur.com/a/FOczi

    • @h20xyg3n
      @h20xyg3n 8 ปีที่แล้ว +2

      fixed it, needed Mobile HDR and Bloom, then a restart of UE4

    • @LeviPage
      @LeviPage 6 ปีที่แล้ว

      I am having the same issue but I already have both of these options enabled.

  • @detech8757
    @detech8757 9 ปีที่แล้ว

    Слушай, а подскажи насчет glow эффекта. У меня в проектах при установке эмиссив больше единицы glow эффект не возникает. Более того - если взять материал с рабочим glow из примеров и сделать миграцию этого материала в рабочий проект - glow эффект исчезает. Соотвественно и после этого туториала материал создается правильно, но glow эффекта нет.
    Может требуется где то в настройках проекта указать что-то?

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      Denis Blagodarev у тебя в настройках, вероятно, выключен блум. Особенно это характерно для мобильных настроек качества. Если слабый комп, анрил мой сам занизить качество. Покопайся в настройках рендера.

  • @egotisticcougar
    @egotisticcougar 9 ปีที่แล้ว

    Is this broken in 4.7.6? the material preview is correct, but when I apply the material, the entire screen becomes filled with the color of the the vector parameter.

    • @egotisticcougar
      @egotisticcougar 9 ปีที่แล้ว

      egotisticcougar Additionally, if I the material is set to fit this doesn't occur, but I'd like to align default like a grid.

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      egotisticcougar You are applying it to BSP geometry. On BSP, it would only work when set to fit, as it is a procedurally generated material.
      To make it work as a grid, you can use a hint from Sebastian S here in comments (please scroll down to find his comment).

    • @dzshiftt
      @dzshiftt 9 ปีที่แล้ว +1

      +Liaret so if I set it to "set to fit" it'll apply properly to a BSP? that's great news then.

    • @dzshiftt
      @dzshiftt 9 ปีที่แล้ว

      +Liaret So, how do I set it to fit? can't seem to figure it out D:

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      Dzshiftt in bsp properties, there is a setting for that (Details tab).

  • @Yeeksquilack
    @Yeeksquilack 7 ปีที่แล้ว

    Followed this tutorial but my glowing material is bright white with a colored glow around the edge instead of a fully saturated glow like in the vid. Any thoughts on what's going wrong?

    • @Liaret
      @Liaret  7 ปีที่แล้ว

      Hello. Double-check the code, if still can't find mistake - link the screenshot to your material or share it as an asset.

    • @Yeeksquilack
      @Yeeksquilack 7 ปีที่แล้ว

      Not sure what to double-check or how (pretty novice when it comes to this engine). I posted my materials on the UE forums here:
      tinyurl . com / kt6rszv

    • @ben_3923
      @ben_3923 7 ปีที่แล้ว +1

      Do you find why it was not working ? Because I have the same problem

    • @ben_3923
      @ben_3923 7 ปีที่แล้ว

      Screenshot of my material here : imgur.com/a/3RdWj

    • @Yeeksquilack
      @Yeeksquilack 7 ปีที่แล้ว +1

      According to the UE forums, the issue is that the engine was changed to render emissive glows in a different way. So far there is no way to achieve the type of lighting shown in this video with the engine the way it is.

  • @dzshiftt
    @dzshiftt 9 ปีที่แล้ว

    so I was thinkin' about it, I can't access the program at the moment, but can one turn the black to white on the material?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      +Dzshiftt sure thing. E.g. you set the Base Color to all white, or LERP between the edges glow color and white.

    • @dzshiftt
      @dzshiftt 9 ปีที่แล้ว +1

      +Liaret right right right, thank you, might post a screenshot later

    • @dzshiftt
      @dzshiftt 9 ปีที่แล้ว

      +Liaret Not too great at this, can you run it by me where to put that lerp? :D

    • @dzshiftt
      @dzshiftt 9 ปีที่แล้ว

      +Liaret never mind I set the base color ^-^

  • @mathewrimmer1945
    @mathewrimmer1945 7 ปีที่แล้ว

    Hi, any chance of how to make a grid floor with this effect?

    • @Liaret
      @Liaret  7 ปีที่แล้ว

      Hi,
      I believe there is a tutorial for the grid version of this material on my channel :)

    • @mathewrimmer1945
      @mathewrimmer1945 7 ปีที่แล้ว

      ive gone through all the videos but i cant find it? tried myself but i cant figure it out. please help (your the best lol)

    • @mathewrimmer1945
      @mathewrimmer1945 7 ปีที่แล้ว

      ah ive found it! thanks

  • @TheLuisberg
    @TheLuisberg 9 ปีที่แล้ว

    I ran into a problem with the material. I applied everything that was stated in the video but I attached it to emissive a warning from stats says that arithmetic between floats is undefined. How can I fix this?

    • @TheLuisberg
      @TheLuisberg 9 ปีที่แล้ว

      Btw the warning tag appeared in one if the Multiply node before the glow scalar and the emissive plug

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      TheLuisberg Top Commentor You have probably made some invalid node connections. You can post here a screenshot with ur code so I'd try and see an error.

    • @TheLuisberg
      @TheLuisberg 9 ปีที่แล้ว

      give about a day to post it ill see if i missed anything

    • @TheLuisberg
      @TheLuisberg 9 ปีที่แล้ว

      Hey its me again I figured out what the problem was. It was with the masks g and r. I had them mixed up. Everything is fine now. But when I apply the texture to geometry or some solids and stuff. Everything goes white. It could because of the starter Map I'm on but I need help on that

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      TheLuisberg Top Commentor does it work well on cubes? This sounds like uv mapping problem.

  • @skelmirmorgul2377
    @skelmirmorgul2377 8 ปีที่แล้ว

    Very Awesome!

  • @vuhai8262
    @vuhai8262 6 ปีที่แล้ว

    Cool tutorial!

  • @komprofil
    @komprofil 8 ปีที่แล้ว

    Извини за беспокойство, можешь подсказать как применить такой эффект на объект, чтобы выглядело как сетка?

    • @Liaret
      @Liaret  8 ปีที่แล้ว +1

      Прива. У меня есть видео про добавление сетки в этот материал на канале.

  • @LUGERIUS-GAMEs
    @LUGERIUS-GAMEs 8 ปีที่แล้ว +1

    thank, I am learned someting new, nice tutorial

  • @hasher22
    @hasher22 8 ปีที่แล้ว

    I followed the tutorial exactly and mine is now glowing, went through the tutorial three times and I dont knwo whats wrong :(

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      +hasher22 please check if you even have the Bloom enabled in the rendering settings. Then add the postproc volume on the map and pump up a bloom on it to see if it works.

  • @flaxenelbow6987
    @flaxenelbow6987 9 ปีที่แล้ว

    can you help me apply this to a polygon?
    it doesnt work the way i want it too

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      nolan mckaun hi. Which mesh are you using?

    • @flaxenelbow6987
      @flaxenelbow6987 9 ปีที่แล้ว

      Liaret put this mat on a tri-pyramid in the editor, im trying to get it to create the edge effect on the mesh but it doesn't work, it might be messy lol im only 14

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      nolan mckaun it's all about UV-mapping. To expect the desired effect you should get the mesh into Maya/3d Max/MODO etc and make a proper UV map, matching the material.

    • @flaxenelbow6987
      @flaxenelbow6987 9 ปีที่แล้ว

      Liaret how would one go about doing that?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      nolan mckaun do you have any modeling software at your disposal?

  • @Liev04
    @Liev04 3 ปีที่แล้ว +1

    A.M.A.Z.I.N.G

  • @djbanizza
    @djbanizza 9 ปีที่แล้ว

    any idea if this will work on mobile ?

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      djbanizza will work if you use Mobile HDR, but the bloom won't be that good ofc.

    • @djbanizza
      @djbanizza 9 ปีที่แล้ว +1

      Liaret Thanks mate , I'll give it a go.

  • @ThePixelitomedia
    @ThePixelitomedia 7 ปีที่แล้ว

    Strange. I follow your tutorial with Unreal 4.15 and got 565 instructions lightning! And the result does not look nearly as good as yours

  • @Xblivior
    @Xblivior 9 ปีที่แล้ว +1

    Thanks so much man :D helped me heaps :D

    • @Liaret
      @Liaret  9 ปีที่แล้ว +1

      Xblivior my pleasure :)

  • @antoine_nedelec
    @antoine_nedelec 3 ปีที่แล้ว

    Does not work on instanciated material, scale is wrong..

  • @timix465
    @timix465 7 ปีที่แล้ว +1

    This is very nice and helpful tutorial. I am going to use this tutoorial to make tron material for my college project :] (Rocket_Jumper) I gave credits to you as the author of the reference just incase. Nice work!

    • @Liaret
      @Liaret  7 ปีที่แล้ว

      My pleasure. Glad I could help :-)

  • @MsScoopTube
    @MsScoopTube 4 ปีที่แล้ว

    Thx guy ! but he don't work i have this message "[SM5] (Node Multiply) Arithmetic between types float2 and float3 are undefined" :(

    • @OniBojan
      @OniBojan 4 ปีที่แล้ว

      Check first part where he added masks. You need to select only channels he selected. Don't leave default selected channels

  • @furkanunsal5814
    @furkanunsal5814 7 ปีที่แล้ว

    how to make it black?

    • @Liaret
      @Liaret  7 ปีที่แล้ว

      Make what black?

  • @seriousbeing7328
    @seriousbeing7328 7 ปีที่แล้ว +1

    Mine isn't glowing

    • @Liaret
      @Liaret  7 ปีที่แล้ว

      You don't have HDR enabled, if that's the case. Try checking Mobile HDR in the options. There should be some other settings controlling that as well, look around the documentation.

    • @seriousbeing7328
      @seriousbeing7328 7 ปีที่แล้ว +1

      Liaret
      I have HDR Enabled.
      and also everything is very pixelated when I go a bit away from the cube. I have AA on as well.

    • @Liaret
      @Liaret  7 ปีที่แล้ว

      Could you provide some screenshots of the issues?

    • @seriousbeing7328
      @seriousbeing7328 7 ปีที่แล้ว

      Liaret how?

    • @Liaret
      @Liaret  7 ปีที่แล้ว

      dropbox, google drive, any file sharing hosting, imgur, etc, etc

  • @aheahetaroman
    @aheahetaroman 9 ปีที่แล้ว

    is this cel materil?

    • @Liaret
      @Liaret  9 ปีที่แล้ว

      ***** excuse me?

  • @themidnightspark9431
    @themidnightspark9431 8 ปีที่แล้ว +1

    I can't hear the nods name

    • @Liaret
      @Liaret  8 ปีที่แล้ว

      Sorry. Can you see them on the screen though? :)

    • @themidnightspark9431
      @themidnightspark9431 8 ปีที่แล้ว +1

      Yes, great video though...

  • @ricardob21
    @ricardob21 8 ปีที่แล้ว

    very good

  • @vaidasm9500
    @vaidasm9500 2 ปีที่แล้ว

    Thank you.

  • @everInfinity
    @everInfinity 4 ปีที่แล้ว

    Thank you!

  • @stormolflak
    @stormolflak 2 ปีที่แล้ว

    Thanks a lot

  • @MaleficiumWolf
    @MaleficiumWolf 6 ปีที่แล้ว

    Thanks man

  • @Ghostskappa
    @Ghostskappa 8 หลายเดือนก่อน +1

    you sound like elon musk

  • @BigBaibars
    @BigBaibars 7 ปีที่แล้ว

    the channel photo 😲😑😑😑😑

  • @steveanston4906
    @steveanston4906 7 ปีที่แล้ว

    nice

  • @waltage
    @waltage 3 ปีที่แล้ว +1

    on cube work any technology. lol shit