Thanks Ben! Now, this is kind of the "classic" method to detect the foam contours. Which works but it doesn't really wrap around the border of intersecting mesh, it's generally an "acceptable" compromise. I wonder - are you going to extend this to use the distance fields available in Unreal 5? Would the performance cost be too high? I've been tinkering with mesh distance fields recently, and they're really versatile! (I get this would be an Unreal only feature)
Ben thanks for create all this amazing content. I wondering if this new series will come with 'Water Interaction''? That's the Holy Grail in this topic.
Love the videos you are making for Unreal Engine and they are so helpful! Would you be able to make a video for how to make transition between beach water and deep sea water, where the beach water might have waves going in the derection of the ground and the deep see maybe bigger waves
Thanks,Unreal Engine's default Ocean is very simple. Can something be done about the waves forming and hitting the shore? Do you have such an idea in your mind?
Sure you can! But regarding cheaper - the only way to know is to try it. The gradient is so small that on many newer GPUs it will probably completely fit in the cache, in which case it will be really fast to sample.
Great series. Is there a repo available for it anywhere? At this point where its tightly packed it's a bit hard to read. This is not a design complaint it's only about the nature of a visual node graph. I'm thinking mostly of the unity 4 way chaos.
Thanks so much Ben! Just one thing: If I multiply the depth data to the foam channels, of the imported texture, the foam is only around the rocks, as It should, but asap I connect the blend ramp, the gradient (foam to black) is still around the rocks but now the foam apprears all over the water. Any idea why? Thanks so much!
For anyone else who is having problems with foam appearing on all of the water, I noticed that the blend ramp wasn't being imported correctly by Unreal. This can be fixed by opening the blend ramp in Unreal, searching for x-axis tiling method in the details tab, and then change the x-axis tiling method to clamp. This will remove a tiny artifact at the end of the gradient that is causing this problem.
Another great tutorial♥ I'm working with Unity 2022.3.20f1, URP pipeline, and XR Meta Quest 3. Everything looks correct in the PC editor while playing in VR, but after building to Android for Quest 3, I see visual artefacts (foam) appearing on the whole plane. How can I fix this?
@@BenCloward I managed to find another solution: I made another shader graph with the same size plane and I put it 1 cm below the main water plane. In a newly created shader I implemented Gerstner Wave and I added Intersection with simple noise which acts as foam. It looks ok and it is working fine in VR , but I lose some performance now.
Very good video again Ben. 👍 Just one little request: Could you use a mousepointer highlight effect thingy for those moments when you say "i have this here" while pointing your mouse? Sometimes it's hard to find your mousepointer (depending on people's own screen-settings).
That would probably be cheaper, yes, but it also gives you less control. I’m doing more in the gradient than just power adjustments. Also, because the gradient is so small, it’s likely that it will fit completely into the cache on the graphics hardware which means the sample is very fast. Of course you’re welcome to set it up the way you want in the end.
Hey! Thanks for you work Ben! Those videos are always top notch. Maybe this can help other people like me who tends to binge watching. Watch his Foam Episode 28 -UE4 Material 101 th-cam.com/video/oI_q5g3580I/w-d-xo.html . There are the textures used in this video and as well some other usefull information. Thanks again Ben!
Fantastic video as always, I already can't wait for what kind of shader sorcery you'll teach us next!
Thanks Ben, I appreciate your dedication to shader work.
Hi, thank you for the tutorials! I didnt find the Ocean Foam and Ocean gradient Ramp textures.
Thankyou! Been looking for something like this. Perfect timing :D
Thanks Ben!
Now, this is kind of the "classic" method to detect the foam contours. Which works but it doesn't really wrap around the border of intersecting mesh, it's generally an "acceptable" compromise.
I wonder - are you going to extend this to use the distance fields available in Unreal 5? Would the performance cost be too high? I've been tinkering with mesh distance fields recently, and they're really versatile! (I get this would be an Unreal only feature)
Ben thanks for create all this amazing content. I wondering if this new series will come with 'Water Interaction''? That's the Holy Grail in this topic.
Love the videos you are making for Unreal Engine and they are so helpful! Would you be able to make a video for how to make transition between beach water and deep sea water, where the beach water might have waves going in the derection of the ground and the deep see maybe bigger waves
How can I fix foam render on the water
I use depth test to to fix :) but still have some at edge
Great video as always! Is it possible to change this method to create foam on the wave peaks? Any tips about that would be appreciated.
Thanks,Unreal Engine's default Ocean is very simple. Can something be done about the waves forming and hitting the shore? Do you have such an idea in your mind?
Hello Ben,
Can you please make Cel Shading tutorials using UE's Substrate Shading system ?
Can I switch the gradient texture with a procedural one (UV)? Isn't it cheaper than to use a texture?
Sure you can! But regarding cheaper - the only way to know is to try it. The gradient is so small that on many newer GPUs it will probably completely fit in the cache, in which case it will be really fast to sample.
Great series. Is there a repo available for it anywhere? At this point where its tightly packed it's a bit hard to read. This is not a design complaint it's only about the nature of a visual node graph. I'm thinking mostly of the unity 4 way chaos.
Thanks so much Ben! Just one thing: If I multiply the depth data to the foam channels, of the imported texture, the foam is only around the rocks, as It should, but asap I connect the blend ramp, the gradient (foam to black) is still around the rocks but now the foam apprears all over the water. Any idea why? Thanks so much!
For anyone else who is having problems with foam appearing on all of the water, I noticed that the blend ramp wasn't being imported correctly by Unreal. This can be fixed by opening the blend ramp in Unreal, searching for x-axis tiling method in the details tab, and then change the x-axis tiling method to clamp. This will remove a tiny artifact at the end of the gradient that is causing this problem.
@@cybergarou360 You absolute champ. Clamp it is! I was baking my noodle over this.
@@cybergarou360 You are a hero!
@@cybergarou360 👍👍👍
Hello! Can I have the textures from the lesson please
Another great tutorial♥ I'm working with Unity 2022.3.20f1, URP pipeline, and XR Meta Quest 3. Everything looks correct in the PC editor while playing in VR, but after building to Android for Quest 3, I see visual artefacts (foam) appearing on the whole plane. How can I fix this?
I don't know for sure, but it sounds like maybe there's a problem with the depth rendering. Perhaps the renderer is not creating the depth pre-pass?
@@BenCloward I managed to find another solution: I made another shader graph with the same size plane and I put it 1 cm below the main water plane. In a newly created shader I implemented Gerstner Wave and I added Intersection with simple noise which acts as foam. It looks ok and it is working fine in VR , but I lose some performance now.
Where or how can I make/Get the Combined Foam texture?
Also, my swizzle node does not look like that. It just has a list of channels. What am I missing?
Ah, you must be using an older version of Unity.
@@BenCloward using 2020. maybe that's it. I'll try a different one!
Thanks again!
Very good video again Ben. 👍
Just one little request: Could you use a mousepointer highlight effect thingy for those moments when you say "i have this here" while pointing your mouse? Sometimes it's hard to find your mousepointer (depending on people's own screen-settings).
Thanks for the feedback! I'll see what I can do.
any chance to get those textures? :)
watch his Water Foam - UE4 Materials 101 - Episode 28 th-cam.com/video/oI_q5g3580I/w-d-xo.html and you'll find the texture there
oh cool! at the end i did it myself in designer but this will help for sure@@stefanobianchi4841 thanks :)
Hi Ben! Isn't it cheaper to just power the depth to 3 different values instead of using the gradient texture?
That would probably be cheaper, yes, but it also gives you less control. I’m doing more in the gradient than just power adjustments. Also, because the gradient is so small, it’s likely that it will fit completely into the cache on the graphics hardware which means the sample is very fast. Of course you’re welcome to set it up the way you want in the end.
Thank you!
I don't know why but it's don't work, the texture go everywhere in the water when I branch the foam in Base color
same you find any solution?
Hey! Thanks for you work Ben! Those videos are always top notch.
Maybe this can help other people like me who tends to binge watching. Watch his Foam Episode 28 -UE4 Material 101 th-cam.com/video/oI_q5g3580I/w-d-xo.html . There are the textures used in this video and as well some other usefull information.
Thanks again Ben!
SAVIOR
😍
Cool