I know while some peeps will poo poo manually recreating something that the engine does for you, but I've done just this for PS5 titles where we needed an extremely cheap glass shader for an area that had alot of overlapping transparency, so doing this on an unlit transparent material is a huge save compared to a fully lit glass shader. So its great to know how to imitate engine stuff like this :)
8:40 I think we should use CameraVector*(-1) since the refraction depends not only on the direction of the camera (single vector) but the direction of the ray (vector which depends on the point/pixel). Right? They look very diffent close up, but similar far away. Anyway, thanks for the tutorial.
This is fantastic knowledge, thank you! I've recently gone through your water shader content as well and it's really thorough - I love it. I was wondering if you could do a tutorial on applying the buoyancy physics of the example water body to a custom mesh and water shader. Can't figure out for the life of me what makes it tick! Anyway, brilliant content as usual :)
Other fantastic tutorial!!!. Ben one question.. Do you use the input pbr material "tangent"?. I don´t find documentación about this input.. Could you give me a answer please?.
Isn't the Unreal version missing some mapping of the z coordinate of the reflection vector to the texture sample UV input? If we ignore the z value what happens if we look from above or below?
@@BenCloward This does operate the way I was looking for, but sadly not fixing the issue. I have a star field texture that I am driving a panner and the Polar Coordinates node into to try and make it look like there are light motes being drawn into a center glow (driven by a fresnel). If done on a sphere you can see that the image of the light particles being sucked inward towards the center are proper when the camera is still, but any movement causes the image to go haywire
Thanks so much for sharing this. I tried to add multiply so I could link this to Color parameter T (parameter) what if you wanted to tint the glass what would you need to inplement?
Thanks for all these videos! Still going through them. I am trying to do a raindrops effect that is a bit more exaggerated (anime style if you like) so clearly visible on a window even though its a bit dark outside (storm clouds). I found a normal map approach is not working well, so wanted to do refraction per raindrop, but based on what you see outside window (not a cube map). Then I want to go to the next step and do tears running down a face, clearly visible. I am still looking, but do you have an example of how to do that?
Thanks for doing amazing content Ben. In fact, I have never missed your single episode. I have noticed an extra vignette effect when you connected the cubemap to the base color and viewport cube map same as you were connected, edges become darker, also I have often noticed such darkness appearing when declining roughness value more than a certain extent while metallic set to higher and the material will become darker. Why that might be the case?
Hi I am not sure if you can help me but I need to know what to do to fix my problem in Giants Editor or the xml. I have imported my water into Giants Editor 8.2 for my FS19 map and I put the reflection and refraction xml info in the waterPlane and in the USmap i3d, but when I am in game the rock and other things in water are not showing the reflection in the water. But on the Main FS19 sample mod map it shows it. but if I Export it with file and import into my map it does not show it. what am I missing, what do i need to change. I can see through the water, so that part is right and the color looks right and I can swim in the water. Thanks if you can help. Also, On a different water Plane in another map it shows the reflection of all but the reflection is moving left to right to much.
I know while some peeps will poo poo manually recreating something that the engine does for you, but I've done just this for PS5 titles where we needed an extremely cheap glass shader for an area that had alot of overlapping transparency, so doing this on an unlit transparent material is a huge save compared to a fully lit glass shader. So its great to know how to imitate engine stuff like this :)
Yep - exactly! Thanks for backing me up! :)
Hope you have a great day! Always appreciate you taking the time to record a new lesson.
I needed this Ben, you're a legend.
Cool - glad it was helpful!
@@BenCloward
hi do you know how to make fur ?
I am ready! LETS GOOO
Love the enthusiasm!
8:40 I think we should use CameraVector*(-1) since the refraction depends not only on the direction of the camera (single vector) but the direction of the ray (vector which depends on the point/pixel). Right? They look very diffent close up, but similar far away. Anyway, thanks for the tutorial.
This is fantastic knowledge, thank you! I've recently gone through your water shader content as well and it's really thorough - I love it. I was wondering if you could do a tutorial on applying the buoyancy physics of the example water body to a custom mesh and water shader. Can't figure out for the life of me what makes it tick! Anyway, brilliant content as usual :)
Ben, can you make a fireball tutorial? I want to see what a Ben Cloward level fireball looks like.
That’s a fun suggestion. I’m not really a VFX artist, but I could look into doing something like that in the future. Thanks!
Thank you Ben
thanks, grate tutorial
Nice and informative.
How would i adjust the cubemap texture on the material without having to change the positon of the world
Helpful, thank
Thanks 🙏
Other fantastic tutorial!!!. Ben one question.. Do you use the input pbr material "tangent"?. I don´t find documentación about this input.. Could you give me a answer please?.
Isn't the Unreal version missing some mapping of the z coordinate of the reflection vector to the texture sample UV input? If we ignore the z value what happens if we look from above or below?
Great!!!! Thx!
Is there a way to get the texture that you are passing the reflection vector through to always face camera when you are viewing the object?
Is this what you're looking for? th-cam.com/video/osgMB0mf23w/w-d-xo.html
@@BenCloward This does operate the way I was looking for, but sadly not fixing the issue. I have a star field texture that I am driving a panner and the Polar Coordinates node into to try and make it look like there are light motes being drawn into a center glow (driven by a fresnel). If done on a sphere you can see that the image of the light particles being sucked inward towards the center are proper when the camera is still, but any movement causes the image to go haywire
@BenCloward nevermind, found the issue. Crisis averted. Thanks for the link!
Thank you, very informative!
Thanks so much for sharing this. I tried to add multiply so I could link this to Color parameter T (parameter) what if you wanted to tint the glass what would you need to inplement?
Thanks for all these videos! Still going through them. I am trying to do a raindrops effect that is a bit more exaggerated (anime style if you like) so clearly visible on a window even though its a bit dark outside (storm clouds). I found a normal map approach is not working well, so wanted to do refraction per raindrop, but based on what you see outside window (not a cube map). Then I want to go to the next step and do tears running down a face, clearly visible. I am still looking, but do you have an example of how to do that?
Thanks for doing amazing content Ben. In fact, I have never missed your single episode. I have noticed an extra vignette effect when you connected the cubemap to the base color and viewport cube map same as you were connected, edges become darker, also I have often noticed such darkness appearing when declining roughness value more than a certain extent while metallic set to higher and the material will become darker. Why that might be the case?
Is writing hlsl as easy as that? No boiler plate, just type in stuff?
When using a custom code node, yes, there's no extra code required.
Is the reflection reverse? It feels like when you rotate right, it rotates left?
Hi I am not sure if you can help me but I need to know what to do to fix my problem in Giants Editor or the xml. I have imported my water into Giants Editor 8.2 for my FS19 map and I put the reflection and refraction xml info in the waterPlane and in the USmap i3d, but when I am in game the rock and other things in water are not showing the reflection in the water. But on the Main FS19 sample mod map it shows it. but if I Export it with file and import into my map it does not show it. what am I missing, what do i need to change. I can see through the water, so that part is right and the color looks right and I can swim in the water. Thanks if you can help. Also, On a different water Plane in another map it shows the reflection of all but the reflection is moving left to right to much.
تو چنین خوب چرایی؟
For Unity i have better result with Inverted View Direction Node