Super nice tutorial! I am new to Unreal and your videos help a lot! Thank you! I run into an issue though. My snow height is not changing. I am using Unreal 5.3. Has something changed so this is not working anymore? Everything else works perfectly fine, only height is not changing. thank you!
Beautifuly simple to replicate and simply beautiful in the result... thanks once more, I'll see where I can go from here. The PixelNormalWS/VertexNormalWS nodes might be exactly what I was looking for, as the idea was roughly to have more snow on north-facing slopes or more sand on the wind-facing slope.
The detachment could likely be caused by faces not being connected, using something like hardedges in blender will separate the mesh at those lines and is a common pitfall. If these are paid assets you might need to tweak them yourself.
Yeah that’s what’s I figured - when I was working on some Explosions on stream tonight I accidentally set my base sphere to Hard instead of Smooth and when I deformed it it exploded into a grid haha. I’m happy to just disable the Vert displacement effect on meshes that don’t cooperate for now - I’m far too lazy to edit normals for 100+ assets ;)
Best to bevel edges to make hard surface changes with shade smooth and a weighted normal set to use faces. This will give you the look you are going for on your assets without breaking faces using hard edges, for only a cost of some polygons.
Cheers Miroslaw! I'm a jack of many trades but a master of absolutely none - regardless, I appreciate the kind words! Feel free to share this with anyone else that would find it handy :)
if the game asset have a obvious UV seem, for instance, a stair asset have Z facing poly divided with X direction facing poly, the snow height will break both geometry with a visible gap.
Great tutorial! I'm trying to add onde more layer besides snow and sand, and i'm having trouble programming that. If you could point me in the right direction to achieve this I would appreciate.
Hey Charlie! Just watched and followed this video but I think I might have missed something along the way 🤔 I cannot seem to be able to have the "Global Textures" inside my material instance, where I can add texture maps from rocks or trees to apply the snow to. Is this in another video perhaps? 😅
Love the tutorial! one question; If I'm trying to increase my normal tiling (tex coord * Scalar Param) which usually i plug into the UV Node, how should I go about combining that with the Absolute world position node > Mask RG > Divide(200)? Thanks!
@@PrismaticaDev im really sorry to bother, I figured it out (thank you!), but the normal for the "snow" is now stretching down the sides of the rock mesh, the snow diffuse is fine, but the normal is extending beyond where the diffuse is visible
Would be more helpful as a proper tutorial where you tell us how to add stuff, like as a beginner there are a lot of nodes I don't know what they are called, and all the ones I try are not them. Like the normal going into the text, in UE5 when I try to use a texture sample it won't let me, but I don't know what it is you are plugging into that.
Super nice tutorial! I am new to Unreal and your videos help a lot! Thank you!
I run into an issue though. My snow height is not changing. I am using Unreal 5.3. Has something changed so this is not working anymore? Everything else works perfectly fine, only height is not changing.
thank you!
OMG, YOU FIGURED OUT THE PILING THING!!! Gonna steal this as usual 👀👀👀
Yeeeeeaaaaahhhhh BOI. Steal away my man ;)
ay love the work Charlie! will try to tune in to the streams when I got the time :D
Cheers cheers cheers! Would be great to see you in the streams :)
Beautifuly simple to replicate and simply beautiful in the result... thanks once more, I'll see where I can go from here.
The PixelNormalWS/VertexNormalWS nodes might be exactly what I was looking for, as the idea was roughly to have more snow on north-facing slopes or more sand on the wind-facing slope.
Watch a couple of your vids now, really well done tutorials!
Cheers Michael Michael! :) Glad you're enjoying
The detachment could likely be caused by faces not being connected, using something like hardedges in blender will separate the mesh at those lines and is a common pitfall. If these are paid assets you might need to tweak them yourself.
Yeah that’s what’s I figured - when I was working on some Explosions on stream tonight I accidentally set my base sphere to Hard instead of Smooth and when I deformed it it exploded into a grid haha. I’m happy to just disable the Vert displacement effect on meshes that don’t cooperate for now - I’m far too lazy to edit normals for 100+ assets ;)
@@PrismaticaDev Fairo lol, hopefully for anyone else experiencing similar issues, they can see this and it can provide them with some help
Best to bevel edges to make hard surface changes with shade smooth and a weighted normal set to use faces. This will give you the look you are going for on your assets without breaking faces using hard edges, for only a cost of some polygons.
Super helpful video! I've been working on learning UE dev for a few months and your channel has been super valuable to learn from. Much appreciated!
dude you are genius
Cheers Miroslaw! I'm a jack of many trades but a master of absolutely none - regardless, I appreciate the kind words! Feel free to share this with anyone else that would find it handy :)
thank you so much. you were the only helpfull tutorial i could find. You helped me out so much. you saved me several hours of my lifetime!
A very useful tutorial! Thank you again for your videos Charlie!
This is amazing content, really glad I found your channel!
Thanks a bunch :) Would mean a lot if you could share it around!
Really thanks for all your videos ! I have an artist formation and it's very handy for me because i have some trouble to do complexe shaders !
For anyone looking for the "mask (B)" it's a component mask and you set the b channel
This is super helpful! Going to give this a spin on my next project!
if the game asset have a obvious UV seem, for instance, a stair asset have Z facing poly divided with X direction facing poly, the snow height will break both geometry with a visible gap.
Very nice tutorial as always ^^, super useful and entertaining
Thank you Alejandro :) hope it comes in handy!
@PrismaticaDev 13:19 I think a possible workaround for this issue is to remodel that brick, and put a bevel around the edges of the model
Yep indeed! The only downside is… I’d have to do that for 400+ assets :’) haha
Thanks bud, Love all your tips!!!
amazing!
Cheers! Hope it was helpful :)
Great tutorial! I'm trying to add onde more layer besides snow and sand, and i'm having trouble programming that. If you could point me in the right direction to achieve this I would appreciate.
Very talented. 😅
Hey Charlie! Just watched and followed this video but I think I might have missed something along the way 🤔 I cannot seem to be able to have the "Global Textures" inside my material instance, where I can add texture maps from rocks or trees to apply the snow to. Is this in another video perhaps? 😅
Love it - Great job! #SpreadTheKnowledge
Cheers legend :) A rising tide lifts all ships or somethin’!
Love the tutorial! one question; If I'm trying to increase my normal tiling (tex coord * Scalar Param) which usually i plug into the UV Node, how should I go about combining that with the Absolute world position node > Mask RG > Divide(200)? Thanks!
Hey hey! Absolutely right :) I have a video about World Position that covers this exact thing
@@PrismaticaDev I’ll give it a watch, thanks a lot!
@@PrismaticaDev im really sorry to bother, I figured it out (thank you!), but the normal for the "snow" is now stretching down the sides of the rock mesh, the snow diffuse is fine, but the normal is extending beyond where the diffuse is visible
can't help myself but "that's what she said" hahahahahahahaha
Would be more helpful as a proper tutorial where you tell us how to add stuff, like as a beginner there are a lot of nodes I don't know what they are called, and all the ones I try are not them. Like the normal going into the text, in UE5 when I try to use a texture sample it won't let me, but I don't know what it is you are plugging into that.
If I did that in all of my videos, every video would be several hours long. I’d suggest watching the 5-minute materials series first :)
很牛(๑•̀ㅂ•́)و✧