Parallax & Bump Decals | 5-Minute Materials [UE5]

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  • เผยแพร่เมื่อ 1 ต.ค. 2024

ความคิดเห็น • 48

  • @andrewsneacker1256
    @andrewsneacker1256 3 หลายเดือนก่อน +13

    You're a legend.

  • @aksoyarda
    @aksoyarda 3 หลายเดือนก่อน +2

    I saw soemthing similar in cs2 bullet decal but it wasn't the same shader tech lol

  • @IronMouth484
    @IronMouth484 หลายเดือนก่อน +1

    Great!! But it seems not work well in Decal render in niagara....

    • @PrismaticaDev
      @PrismaticaDev  หลายเดือนก่อน +1

      Ohhhh true - I'll need to have a look at which data niagara Decals can actually access. Might involve some doodling with setting the "decal colour" variable in Niagara as the Vectors

  • @desuii8873
    @desuii8873 3 หลายเดือนก่อน +6

    bro i just legit put it into search bar

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน +4

      Perfect timing! Haha

    • @BigbotR-J
      @BigbotR-J 3 หลายเดือนก่อน

      Is this in the plugin you sell

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน

      @@BigbotR-J this is just a simple how-to video on things that already exist in Unreal Engine :)

  • @nicholass3430
    @nicholass3430 2 หลายเดือนก่อน

    Hi, thanks so much for this tut, youve really saved POM decals.
    Im also looking for a way to correctly transfer only Height to a Receiver Mesh material (meaning the Receiver's Col, Rough, Normal textures get displaced by the POM Height)
    Ive tried using Dbuffer to transfer Decal's original and POM UVs, subtract them to get an Offset, then add it to Receiver UVs, plug that into the textures.
    The height POM kind of shows up, but its all wobbly weird and the texture seems stretched (compared to regular decal response)
    I hope you can find a way to solve this!
    Then we can easily add interesting shapes to a receiver mesh, rather then slap on a brand new material altogether

  • @elielsonanjos7440
    @elielsonanjos7440 3 หลายเดือนก่อน +3

    Man the amount of usefull information that you emit by the minute is incredible, the way you explain the reason behind your actions and decisions is very much welcome and neded, we don't see that from many other creators from the tutorials part of youtube. Thank you! I learned a lot from this video.
    PS:
    I'm really having trouble with shadows in the terrain, i've figured out how to use a little bit of the auto material mechanics. So there's that, any idea on what to focus my reasearch on, so I get to fix it?

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน +1

      Hey hey! Thanks so much :)
      BY shadow troubles, do you mean that ugly kinda square-looking shadows?

    • @elielsonanjos7440
      @elielsonanjos7440 3 หลายเดือนก่อน +1

      @@PrismaticaDev yeah those one, the top of hills get ALL squared Up on the shadows, It doesnt work at all. If I use Path tracing the shadows ARE correct but they have Sharp edges like they are low poly.
      Attention: I was not following your tutorial, I have a generic "me" made material that tries to be an auto material.

  • @sleuthman864
    @sleuthman864 2 หลายเดือนก่อน

    The Shadows bit just doesn't work for me, do you need some other settings or project settings to see that work?

  • @importon
    @importon 2 หลายเดือนก่อน +1

    Very cool. Please do a video on nanite displacement for dynamic damage. That would be super-interesting!

  • @ShoryYTP
    @ShoryYTP 3 หลายเดือนก่อน +7

    i legitimately thought you were gonna say "hello and welcome back to five nights at freddy's" THE BRAINROT IS REAL

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน

      @@ShoryYTP oh lord hahaha

  • @BDubs1000
    @BDubs1000 2 หลายเดือนก่อน +1

    Works great and rotation works if you rotate the decal, but if you rotate the UVs it breaks. Any thoughts on how to input UV rotation into this?

    • @PrismaticaDev
      @PrismaticaDev  2 หลายเดือนก่อน +1

      Oooh that's a spicy one. I'll have to check when I'm in engine next!

    • @BDubs1000
      @BDubs1000 2 หลายเดือนก่อน

      @@PrismaticaDev I actually found a way to make it work by adding a custom rotator off the view trace length and input UVs and then add a rotation input then also breaking out the floats and adding a custom rotator for the Light Trace. Oddly, I can only get it working when rotation is from 0,0 and not center. Not a big issue tbh, as UV tiling can adjust for that, but rotating from center seems to mess it up.

    • @voldemortsplace762
      @voldemortsplace762 11 วันที่ผ่านมา

      @@BDubs1000 Can you please provide or explain the setup ? Using Custom rotator off the view trace length and light trace (after breaking floats) gives really wrong results with UV rotations.

  • @glitchered
    @glitchered 3 หลายเดือนก่อน +1

    i haven't played with shaders in a while. for sure gotta check out the custom hlsl node and squeeze some more raymarching out of the engine. volumetric shading is bonkers. i have a perlin ice cave in a polygon in my lil test engine.

  • @florianschmoldt8659
    @florianschmoldt8659 3 หลายเดือนก่อน +1

    Thanks so much! I ran into the exact problem and couldn't solve it. No clue what epic was thinking and why this isn't the default pom shader

  • @JieDu-yj2vd
    @JieDu-yj2vd 3 หลายเดือนก่อน +2

    Parallex or bump has better performance than polygon model?

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน +2

      @@JieDu-yj2vd In traditional rendering, yes. However Nanite tessellation could potentially be cheaper than POM if you’re using Nanite. Regardless, you’ll need to use parallax effects for decals :)

  • @npoctobblpogok3730
    @npoctobblpogok3730 2 หลายเดือนก่อน +1

    Hello, good content. I signed up right away! Is there a way to make the texture transparent, but so that shadows are shown on it 100%?

    • @PrismaticaDev
      @PrismaticaDev  2 หลายเดือนก่อน

      Hmmmm good question. You could just plug the Shadows into the BaseColour of the decal and then OneMinus the shadows and put it into the Opacity. However you might just be able to use the Ambient Occlusion output of decals but I'm not 100% sure, I just woke up lmao

    • @npoctobblpogok3730
      @npoctobblpogok3730 2 หลายเดือนก่อน

      @@PrismaticaDev if you change the transparency, shadows of other objects will pass through the material

    • @PrismaticaDev
      @PrismaticaDev  2 หลายเดือนก่อน +1

      @@npoctobblpogok3730Are you talking about the Decals in this video? Or do you mean shadows in general. If the latter, check out my Shadow Pass Switch material video! :)

    • @npoctobblpogok3730
      @npoctobblpogok3730 2 หลายเดือนก่อน

      ​@@PrismaticaDev yea, I saw the shadow switch, it makes the object invisible and the shadow visible. But that's not what I need. Anyway, it's hard to explain, but I have a background that needs to be visible, there is an object in front of it that casts a shadow towards that background, and only the shadow of the object needs to be visible through that background, nothing else. I would show it visually, but that would be your homework :D

    • @PrismaticaDev
      @PrismaticaDev  2 หลายเดือนก่อน +1

      @@npoctobblpogok3730 Ohhh so like, you want ONLY the shadows to show up on an object? Kind of like a living shadow sort of effect? Something like that is possible but only with a Scene Capture and Render Targets, not the lighting/shadow pass itself

  • @metaldonutgames
    @metaldonutgames 2 หลายเดือนก่อน

    Shadows don't seem to work for me on POM decals. Everything else works great. Did you need to do something special to get shadows working here? I'm using UE5.1.

    • @PrismaticaDev
      @PrismaticaDev  2 หลายเดือนก่อน

      Have you debugged by plugging the Shadows straight in to the BaseColour? Make sure the light vector is valid and also make sure that the "Use Shadows" input has a ticked static boolean going in to it

    • @metaldonutgames
      @metaldonutgames 2 หลายเดือนก่อน

      @@PrismaticaDev Thanks. When plugging shadow directly into base color it was all white so I guess it wasn't working for me. I rebuilt the material function and good news is shadows are now working. Bad news is that they don't rotate so stay facing the same direction on the texture when rotating the decal. I'm thinking the problem here is me! lol

  • @profzeta8598
    @profzeta8598 3 หลายเดือนก่อน +1

    im just skimming through but does it also add the falloff distance for the camera? to only render things within camera vicinity

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน

      @@profzeta8598 all the culling and unloading is included in the default Decal/rendering implementation in Unreal :)

  • @Gamebreakers15
    @Gamebreakers15 2 หลายเดือนก่อน

    How could you do puddles along with this? Like, let's say you want a cracked street and it rains in the game it would appear to slowly fill with water as an example.

    • @PrismaticaDev
      @PrismaticaDev  2 หลายเดือนก่อน

      Yeah you definitely could - check out my HeightLerp video to figure out how to get the puddles to appear using Heightmap

    • @Gamebreakers15
      @Gamebreakers15 2 หลายเดือนก่อน

      @@PrismaticaDev Okay thanks! I'll check it out.

  • @devjitpaul1191
    @devjitpaul1191 3 หลายเดือนก่อน +1

    good quality education right here

  • @tizianadestefano937
    @tizianadestefano937 3 หลายเดือนก่อน +1

    This is great! I'm only having one problem with this (or any POM decal honestly) : if I scale the Decal actor on the X axis, the effect completely breaks. Any ideas for how to solve this? I tried to use "Object Scale" and multiply the Height Ratio to "Scale X", but it doesn't seem to do anything.

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน +2

      Hey hey! Do you mean the parallax effect looks super banded? There's another more reliable way to get Scale, give me 1 sec to double check

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน +1

      I believe if you get 1,0,0 and plug it in to a Local -> Worldspace node, then subtract it from the PivotPoint and get the Length of the result, it should be the "length" of the X scaling. I'll be able to test tomorrow

    • @tizianadestefano4717
      @tizianadestefano4717 3 หลายเดือนก่อน +1

      @@PrismaticaDev oooh I didn't think of that! I'll try it on monday :D Thanks mate you're the best!

  • @VortexArtLab
    @VortexArtLab 3 หลายเดือนก่อน +1

    Amazing video! Thanks!

  • @The.Anime.Library
    @The.Anime.Library 3 หลายเดือนก่อน +1

    Best serie of all time

  • @cansado2287
    @cansado2287 3 หลายเดือนก่อน +1

    :)

    • @PrismaticaDev
      @PrismaticaDev  3 หลายเดือนก่อน

      @@cansado2287 :)))))