Waving Flags in Unreal Engine | Unreal Engine Material Shader Tutorial

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  • เผยแพร่เมื่อ 1 ต.ค. 2024
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    Track Name: 'Road To Nowhere'
    Published by: Chill Out Records
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ความคิดเห็น • 21

  • @AkshayWayadande
    @AkshayWayadande ปีที่แล้ว

    My brother didn't work for me I created hindu flag that did not work for me plz help me

  • @medmel2160
    @medmel2160 ปีที่แล้ว +2

    Awesome, that's a lot better than doing it with cloths sim in my opinion

    • @RGBguy
      @RGBguy  ปีที่แล้ว +2

      Yes! This should be way more efficient. And I think you should be able to pass some wind parameter to the shader as well, and use it internally. 😁

  • @TheVkey1
    @TheVkey1 ปีที่แล้ว +1

    wow. .wonderful can u make video with multiple flag on the single roop thnks..

  • @nintenjo64
    @nintenjo64 3 หลายเดือนก่อน

    Great tutorial, simple but effective.

  • @CashJab
    @CashJab 3 ปีที่แล้ว +2

    Hey so I'm having an issue right now with the material flag.
    I did the exact same steps you did for the flag material as well as the model construction, but when I finish the material the flag only bobs up and down.
    There is no "wind" like movement, the flag will only go up and down on the z axis.
    Any clue on what the issue is?

    • @CashJab
      @CashJab 3 ปีที่แล้ว +3

      Nevermind, solved! I just swapped the x for the y position in the mask, looks like my flag just had a different orientation than yours!

  • @lonewolf-vw9wf
    @lonewolf-vw9wf ปีที่แล้ว

    i have a problem please help, if we render this animation out with AA or Sub surface samples more than 8 it start going crazy fast, please please guide,

    • @RGBguy
      @RGBguy  ปีที่แล้ว

      Can you provide some more information? What exactly is happening?

    • @RGBguy
      @RGBguy  ปีที่แล้ว

      @@lonewolf-vw9wf from the link you shared, I think the problem might be with the Antialiasing implementation of unreal. What may be happening is, since you have 32 frames for AA, unreal is trying to render 32 frames at once and then using them for AA. Ideally it should pick 32 previous frames. I would suggest, If possible, please check the source code of unreal and see the AA implementation. Maybe you can find what’s wrong.

  • @rathore3991
    @rathore3991 ปีที่แล้ว

    Thanks,the inbuilt choaos cloth simulation doesn't work for mobile but this method will work,if anyone wants flag simulation for mobile!

  • @CashJab
    @CashJab 3 ปีที่แล้ว +1

    This is awesome, thanks!

  • @itzelon
    @itzelon ปีที่แล้ว +1

    Awesome tutorial. Thank you!

    • @RGBguy
      @RGBguy  ปีที่แล้ว

      🤘🏻 thanks for watching 😁

  • @SquidoMarine
    @SquidoMarine ปีที่แล้ว

    (asking because its not working for me)
    does this only work if your flag is triangulated or can I use a flag with quads
    and does this only with if the flag is at the world origin?

    • @RGBguy
      @RGBguy  ปีที่แล้ว

      The flag should have several vertices. This is because we are modifying the vertex positions in the shader. For a flag with quads also this should work, but it should have more vertices.
      I don’t think the position matters for it. Try comparing the shader code with yours. Lmk if that doesn’t work.

  • @deveshgupta9169
    @deveshgupta9169 2 ปีที่แล้ว

    I was struggling from this part and you made it work. Thanks a lot man

  • @leoguy2463
    @leoguy2463 9 หลายเดือนก่อน

    extremely helpful thank you so much!!

    • @RGBguy
      @RGBguy  9 หลายเดือนก่อน

      You're welcome!

  • @krushnachaudhari2174
    @krushnachaudhari2174 2 ปีที่แล้ว

    Wonderful, thanks

  • @v_-__
    @v_-__ 8 หลายเดือนก่อน

    Thx a lot !