Question. Is it safe to use 5.2 preview? Because I wanted to play around the procedural content generation (PCG) to create a landscape for a fan art cinematic project that I'm planning to do. And I don't know, and alittle terrified of how the 5.2 preview would act up
When it came to PCG as well as this, it felt like it was in a really solid spot to start being used for tests on previous projects. Maybe I'm bias but overall, I was happy with its stability and functionality.
It does appear to work fine with hardware raytracing. And I do actually remember seeing a path tracing toggle within the shader, but I could be imagining things. I'd just be careful about sharp lighting angles as I've seen some potential artifacts on various projects. I'll follow up on the path tracer later this week
I'm not sure, but i'm counting the days until it does! You can install the beta from their GitHub, and also give feedback on beta forums if interested.
Hopefully it doesnt run like garbage. D3d error consuming my life in 5.1...switched to ue4.26 because 2 months of solving how to fix d3d error was getting on my nerves. Finding a real answer to fixing it impossible. So im just going to assume its poorly optimized and no one wants to talk about that. Using an unreal workstation...i dont believe i should be suffering like this.
@@avistryfe4534 I posted some suggestions in another comment, it's worth at least double checking those. I haven't run into this personally but will keep looking around for a specific fix if those aren't resolved by the suggestions.
Here's a link that touches on the topic, about 1/5 of the way down there is some talk about it. artisticrender.com/physically-based-rendering-and-blender-materials
amazing tutorial! Thank you!
Much appreciated, thanks for checking it out!
@@KingdomCrafter omg thanks for pinning my comment 😅
@@RayManRIRI Of course! Thanks for the comment
great guide
Thank you, glad you liked it!
Thankyou for making this tutorial, Please also make the Tutorial on Metahuman - Tears, Sweat, mud and dirt spreading on body, Hair Simulation.
Dude that's sick! Great job.
That means a lot, thank you! 💯
Detailed and well explained tutorial. Awesome tool. Thank you 🙏
Glad you liked it! 💯
Subscribed, thank you for the lesson.
Glad you found some value!
Nice work man, glad I found your channel! I've started doing some metahuman tutorials myself, keen to get my head around substrate now!
Thanks man! And that's awesome, i'll have to take a look 👀!
@@KingdomCrafter love it, keep it up brother 👊🏼
@@animarch3D You as well, you'll be huge!
@@animarch3D . No ..... Pin
.😅😅❤❤. L mo........... No AA hy jkuyh😮uuummk. HV in mo😅lo....mn b😊 wr du
Fantastic
Glad you liked it!
Amazing tut, sir
Thank you Juanma!
such good info subbed
Glad you liked it Yogesh, thank you!
Can you do a vid on glass/translucent materials in Substrate as well? I cannot figure out how to get it to look correct.
For sure, i'll plan that one out
Question. Is it safe to use 5.2 preview? Because I wanted to play around the procedural content generation (PCG) to create a landscape for a fan art cinematic project that I'm planning to do. And I don't know, and alittle terrified of how the 5.2 preview would act up
When it came to PCG as well as this, it felt like it was in a really solid spot to start being used for tests on previous projects. Maybe I'm bias but overall, I was happy with its stability and functionality.
@@KingdomCrafter hm, interesting. I'll give it a try to see
I can't even run this on my potato pc but I'm still excited 😄
Glad you're excited, potato or not haha :D
same lol
@@milogaming6951 😂
I know Substrate doesn't work with path tracing yet, does it work with hardware ray tracing though?
It does appear to work fine with hardware raytracing. And I do actually remember seeing a path tracing toggle within the shader, but I could be imagining things. I'd just be careful about sharp lighting angles as I've seen some potential artifacts on various projects. I'll follow up on the path tracer later this week
Whens 5.2 out?
I hope it will be soon
Preview 2 can already be installed through the launcher.
I'm not sure, but i'm counting the days until it does! You can install the beta from their GitHub, and also give feedback on beta forums if interested.
Hopefully it doesnt run like garbage. D3d error consuming my life in 5.1...switched to ue4.26 because 2 months of solving how to fix d3d error was getting on my nerves.
Finding a real answer to fixing it impossible. So im just going to assume its poorly optimized and no one wants to talk about that.
Using an unreal workstation...i dont believe i should be suffering like this.
@@avistryfe4534 I posted some suggestions in another comment, it's worth at least double checking those. I haven't run into this personally but will keep looking around for a specific fix if those aren't resolved by the suggestions.
hi where can i find real world values such as f0 f90 etc ??
Here's a link that touches on the topic, about 1/5 of the way down there is some talk about it.
artisticrender.com/physically-based-rendering-and-blender-materials
Can you do more substrate material tuts? Great tutorial btw
For sure, I definitely can! I have several planned that should be pretty applicable. And thank you 💯
👍👍👍
Shame this doesn't actually look that good.
Considering this is a screenshot from in engine, I'm not sure what you mean?
bookmarked
Awesome, alright!
Thx for your work mate. Appreciated.
Absolutely, anytime. And thank you as well!