Subsurface Scattering - Advanced Materials - Episode 8

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  • เผยแพร่เมื่อ 19 พ.ย. 2024

ความคิดเห็น • 41

  • @dz9nchannel109
    @dz9nchannel109 ปีที่แล้ว +4

    You are the best! Moving from arnold to unreal, recreating the skin shader has been my biggest challenge.

  • @AnwarAlAsmi-f7q
    @AnwarAlAsmi-f7q ปีที่แล้ว +5

    @Ben Cloward. Absolutely love your channel, you are my new mentor! So a few key things to get the subsurface scattering working with the subsurface shading model: 1- Make sure that in your material the MATERIAL SHADING MODEL is set to SUBSURFACE. 2 - That you are using a color node with ALPHA (constant4Vector) to drive your Subsurface Color (play with the alpha value and saturation and luminance of the color to effect the SSS). 3. That your OPACITY is set to something lower than 1, the lower the value the more your SSS is present and the less your diffuse is visible. 4 - Your lights are set to MOVEABLE. 5 - Turn ON TRANSMISSION under the light DETAILS. 6 - Make sure that you turn off raytraced shadows - in the light DETAILS, set the CAST RAUTRACED SHADOW to DISABLED.

    • @gabocavallaro
      @gabocavallaro 11 หลายเดือนก่อน

      Heyy thanks for all this points! I was thinking why my SSS was looking soo exagerated and It was because I was having CAST RAUTRACED SHADOW enabled. Do you may know why this is causing light reacting so off with SSS? Many thanks

  • @daryazhurnakova8670
    @daryazhurnakova8670 3 หลายเดือนก่อน +1

    Your shader series are priceless. Thank you a lot for your time and knowledge☺️

  • @ryguydavis
    @ryguydavis 2 ปีที่แล้ว +1

    Thank you so much. So many hours wiggling values back and forth in UE4 trying to figure out how this model works.

  • @sulivarace7138
    @sulivarace7138 ปีที่แล้ว

    I tried for almost a week to correctly export my creations in Blender to Ue5, especially the skin shader. It was the last point that caused me problems for the export.
    I now think it's impossible and it's better to give up on that and follow your method of recreating everything in unreal engine 5 as you show in your video.
    On this, I start!

    • @sulivarace7138
      @sulivarace7138 ปีที่แล้ว

      Well, you don't show how to create the cards, you think of making a similar but complete tutorial? which integrates the creation of maps such as sample texture, opacity etc...? if someone has a good link, I'm interested in learning how to do the same thing, I'm interested.

  • @DigitalAdamTech
    @DigitalAdamTech 2 ปีที่แล้ว +7

    I would love to see a nice Subsurface Scattering shader built for URP.

    • @LukiGames0
      @LukiGames0 ปีที่แล้ว

      You can fake it using certain tricks, there are guides on yt.

  • @tranceemerson8325
    @tranceemerson8325 2 ปีที่แล้ว +1

    this effect is the key to realistic characters and objects in your scene

  • @alexanderbulkin1490
    @alexanderbulkin1490 11 หลายเดือนก่อน +1

    Thank you for the explanations! Very helpful👍

  • @cmitchell6927
    @cmitchell6927 2 ปีที่แล้ว +2

    I'm always a fan of the "Let's go!"

  • @irkendragon
    @irkendragon ปีที่แล้ว

    Been trying to figure out how to make a material with SS that also has actual transparency where the material becomes very thin, something like fish fins. Any idea how to set up a material that does that in Unreal?

  • @doltwe4891
    @doltwe4891 2 ปีที่แล้ว +1

    I can't help but love you
    this is such a good video 😃

  • @PrivacyEnt
    @PrivacyEnt 2 ปีที่แล้ว +4

    at 6:58 im 100% sure you are thinking wait... you werent supposed to be red... wtf... :D :D

    • @turalmemmedov3648
      @turalmemmedov3648 2 ปีที่แล้ว +1

      LOL, HAHAHA. I thought same thing too. XD

  • @Sky-iv8zm
    @Sky-iv8zm 2 ปีที่แล้ว

    Love your videos. One humble request: A dynamic sand shader that reacts to 'footsteps', and dynamic objects in general. Never seen one for unity, would be quite valuable to see it done in Shader graph.

  • @tylergorzney8499
    @tylergorzney8499 2 ปีที่แล้ว

    Would you be able to do an indepth video on setting up baking a complex shader to a mesh's UV maps in UE/Unity? Including baking out 4 channel textures?

  • @PascalNocquet
    @PascalNocquet 2 ปีที่แล้ว

    Thanks for all the videos, very useful resource. If I can add a requets to the list, I haven't seen or found a way to create realistic colored glass/plastic in UE, that keeps color and translucency..

  • @bluereva5828
    @bluereva5828 2 ปีที่แล้ว +1

    thank you ... Can i Use a thickness utility map on opacity slot to apply SSS only on thiner Volumes of The 3d model that i have ? ...

    • @BenCloward
      @BenCloward  2 ปีที่แล้ว +1

      Yes! That's a perfect use for a thickness map.

  • @0805slawek
    @0805slawek 2 ปีที่แล้ว

    It would be great see tutorial about blend plank wood material with burn, old flaked paint and mold layers.

  • @noppachow
    @noppachow 2 หลายเดือนก่อน

    I'm new to Unity, how do I find Translucent profile?

  • @alexanderalikin1210
    @alexanderalikin1210 2 ปีที่แล้ว +1

    I made custom SSS for the Crest ocean in Unity (HDRP) in HLSL (since their ocean doesn’t use a shader graph). Everything works fine, but something is a bit off, I don’t know what. I’d like to see some math for calculating the proper transmittance for the ocean waves.

  • @springchen7059
    @springchen7059 ปีที่แล้ว +1

    nice to shared!

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 2 ปีที่แล้ว

    Awesome and the only tutorial that explains all three methods. I was hoping that someone would explain it some day. Thanks a lot! Can you also make a video about the ways of making flipbook materials smoother? Some of the current-gen and next-gen games are using flipbook for water particles. Yet they are around 16 or 32 frames per second, which makes them look stuttery. Can we keep the resolution per frame(of the flipbook) and make it run smoother having issues with the texture resolution?

    • @somename371
      @somename371 ปีที่แล้ว

      One technique used is blending between frames

  • @decorix
    @decorix 2 ปีที่แล้ว

    Thanks so much, great stuff as always. ***Tutorial Idea request ***** Is there any way to create some bevel, Rounded Corners&Edges as they call it in Vray? So you would have a box but the edges look beveled and even cooler if its integrated into the quixel master material would really be nice so you would have a new parameter that controls the bevel of the edge.

  • @jhonysteak5512
    @jhonysteak5512 ปีที่แล้ว

    I didn't succeed because of the shortcuts, I can't integrate the cards, does anyone know a similar tutorial that is complete on adding the cards?

  • @turalmemmedov3648
    @turalmemmedov3648 2 ปีที่แล้ว +4

    Hi dear Ben. Cant believe it but in 5.1 there is transmission setting under light details pannel. You enable it and BOOM. ))) Backscattering works with subsurface profile shading model too and it looks AMMAAZIINNGGG!!!! ))) I am soo excited. Dont know if this always was tehere but I searched a lot didnt found anything before. I found it from this youtube guy just by accident )) I mean youtube recomended it to me LOL.
    EDIT: You need to make lights moviable.
    th-cam.com/video/4Ah4EBZPG8A/w-d-xo.html

    • @BenCloward
      @BenCloward  2 ปีที่แล้ว +1

      Oh wow - very cool. Thanks for sharing!

  • @vapanait
    @vapanait ปีที่แล้ว

    is lumen turned on in this tutorial?

  • @temptor7585
    @temptor7585 ปีที่แล้ว

    love how u dont explain the little green nodes.....

  • @adamplechaty
    @adamplechaty 2 ปีที่แล้ว

    A tip for a future episode perhaps: a watercolor shader would be great! Nudge nudge wink wink

  • @isawedthedemons
    @isawedthedemons 2 ปีที่แล้ว +1

    there's also two sided foliage in unreal.

  • @shivangipriya4153
    @shivangipriya4153 3 หลายเดือนก่อน

    Thank you, but how can you make a skin like Disney? Thank you again