Ben… not only was that a totally unexpected material shader to do, but it just works so well. Always a pleasure to watch your vids… always learn so much. Totally deserve a whole heap more praise for all you do.
Finally got around to doing this one and it was a lot of fun. I also added a refraction value of 1.33 (Research said soap bubble are usually between a value of 1.2 and 1.4 depending on composition). Thanks for another great tutorial.
Thank you Ben. Never stop making these videos. I told you before and I will say it again. Your videos are THE BEST tutorial videos for shaders on the internet. The only thing I would say is.. can you do a video where you talk about your career and such? I am just super interested in how you got started in making shaders as well as show off some of your early work. Keep the videos coming. Love you Ben ♥
@@BenCloward Nice! We are really lucky to have someone like you making these videos. My environments and materials have really come to life since watching your channel. To the point where I think some of my stuff looks better than what I'm trying to emulate from my favourite games!
Sweet tutorial! I think I'd add a bit of gravity to the thickness weight and try to get the animation flowing top to bottom. Thanks a million for posting these, I've learned basically everything I know about shaders from your videos!
Out of curiosity will you be making videos on substrate / strata, I assume you could already be playing around with them but it'd be interesting to see your knowledge applied to the new workflows
That's a good question. One of the main ideas I try to follow is to teach principles that are applicable to any engine. That's why I always show examples in both Unreal and Unity - so people understand that what I'm showing is not a unique engine feature, but a principle that can be applied anywhere. I'm trying to teach graphics in general, not specific engine features. Substrate is very specific to Unreal, and it's also in very early development. IMO, it's not ready to be used just yet and I have indications that it may change a lot in the next few months. If I were a "professional TH-camr" and "in it for the clicks" I might go chasing after the new and shiny stuff, but that's not really my style. I'll be watching the development of Substrate very carefully and may even mention it in a video or two, but I'm planning to wait a bit until the dust settles before making videos about it. If you're interested in my opinion on it, I think it's a very powerful improvement that enables some pretty cool looking materials. But existing workflows already allow users to create 95% of required materials. It appears that Epic is trying to now make it possible to create the final 5% of edge cases, but in doing so, they're also making it harder and more complicated to create the other 95%. So this is good for more advanced users, but not so good for artists and beginners who have learned the BaseColor, Metallic, Roughness inputs and will now need to unlearn that and use Diffuse, F0, F90, SSSDepth, etc, instead. I'm hoping that they find a way to keep the existing paradigm in place (because it has become an accepted and well understood industry standard) and expose the advanced stuff when advanced users specifically ask for it.
@@BenCloward Wow, I can tell you've been thinking on this for at least some time and given it some serious thought. I fully appreciate your emphasis on teaching and learning over any career goals on the platform, frankly it's what's drawn me to your channel. I was curious to get your opinions in general on Substrate, of which I think you've fully expressed in your response, leaving no need for a video. Greatly appreciate you as always and again, I wish there were more attention placed on your channel simply for your honesty and professionalism!
The outputs of that UE material node seems to give you float1/2/3 output, so I think you would expect it to have a vector 3 if you take the XYZ output. The data types are implicit on the output names Z, XY and XYZ, which match with float, vrcotr2 and vecorr3(?). For this reason I’m almost sure if you use Z output you have the same result of component mask any of the channels. Anyway this material breakdown is a banger, loved your research behind, you are such an inspiration for me
In this case, the XYZ output port label doesn't mean float3 though. It means front, side, and top projection. So the World Aligned Texture node has the option to project from all three axes (XYZ), or just from the front and side (XY), or just from the top (Z). All three of them are outputting a float3.
@@BenCloward oh wow so the output is the projection side . So what the vector 3 actually outputs? All 3 channels of the XYZ are the same? Sorry it was very unusual and I never tested that specific triplanar projection node
@@666nevermore Each of the three outputs is a Vector3 that contains the color data from the projection. The difference between the three is the type of projection you get.
I was able to recreate the gradient texture pretty easily but how did you make the bubble surface texture tileable? Is there any way I could get that texture from you?
To make a texture tile, open it in Photoshop, use the offset tool to offset it horizontally and vertically so that the corners are in the center. Then use the clone stamp tool to paint out the seams. Or you could use the Make It Tile node in Substance Designer.
@@BenCloward Wow not sure how I missed that. Guess that's what happens when watching so many videos in the middle of the night LOL. OK I still have questions though... th-cam.com/video/bN84YxaBEGw/w-d-xo.htmlsi=IvI6VkYbemrw44CT&t=1479 here you mention adding a OneMinus but then never added it. Did you forget and where does it go? Also, I can’t find how where to add the Main Light Direction node you have at the start - i searched both direction and light and it doesn't come up, and my Triplainer Normal(3) is set to Wold Space not AbsoluteWorld Space and I don’t know how to change that? I’m guessing this triplainer fixes the pinching issues from Unreal? Also, is the Triplainer Position(3) where I plug in a time node to animate it like in the unreal version too? Lastly, my Graph Settings is different as a Lit material and I think it may be because I’m using URP not HDRP - am I missing things that wont work in URP? :-( I dont have a Bent Normal(3) - it this also why I can’t find the Light Direction? Is there a workaround? Thanks so much….
Content as good as always, but could you please start using timestamps? It's hard to scrub them when I return later on, when I'll just want to revisit UE block, for example.
Hey! Super good tutorial How would I go about making this more stylized/more cartoon like? Would I only be adjusting the Fresnel/ opacity? thanks for any responses
Hmm, good question. I guess it kinda depends on what type of stylization you want. Most cartoon looks don't really have transparency, so you could get rid of that. Second, you'd probably want to simplify the surface swirl texture and give it a pattern that's a bit more hand-painted looking. That could get you going in the right direction.
Hey there, thank you so much for this. I know this is old but I have a question: I was trying to replicate a realistic feather in Unreal, and I noticed that they have this kind of iridescence to them. I tried applying this somehow to it, but my knowledge is a bit limited (to say the least). Do you have any tips? Basically the feather has the color layer and on top this iridescence. It's like 2 different materials. Nevertheless, thank you so much for this :)
I already did that for Unreal here: th-cam.com/video/scjxKW_imEo/w-d-xo.html and here: th-cam.com/video/TJa-v5yDybI/w-d-xo.html. Although maybe you're asking for a Unity one?
I've been asked a few times to do niagara tutorials, but unfortunately, I've never actually used it - so I'm probably not the best person to ask. I'm not really a particle effects guy.
another interesting thing to note, is that because of gravity, the bottom of the bubble will be thicker on average than the top. this means that you could use gravity to influence the color of the bottom.
Yep - and that's what causes a bubble to pop - because the longer the bubble lasts, the more of the soap moves from the top to the bottom until finally the top is too thin to stay connected to itself. So yes, it would be more realistic to add a top-to-bottom mask that also influenced the color. Good call!
I will never skip the ads when watching your instructional videos, no matter how long the ads are
Ben… not only was that a totally unexpected material shader to do, but it just works so well. Always a pleasure to watch your vids… always learn so much. Totally deserve a whole heap more praise for all you do.
Was not expecting a deep dive into bubble physics. Wonderfully explained!
I've really liked all the exercises that involve UV's and how they can be used creatively. This one is a lot of fun!
Finally got around to doing this one and it was a lot of fun. I also added a refraction value of 1.33 (Research said soap bubble are usually between a value of 1.2 and 1.4 depending on composition). Thanks for another great tutorial.
Thank you Ben.
Never stop making these videos. I told you before and I will say it again. Your videos are THE BEST tutorial videos for shaders on the internet.
The only thing I would say is.. can you do a video where you talk about your career and such? I am just super interested in how you got started in making shaders as well as show off some of your early work.
Keep the videos coming. Love you Ben ♥
I wonder if it's posible to create procedural paint strock effect using the world align method you have shown here.
Thank you, Ben. Nice material for aura.
exactly what I’ve been after for a long time! Genuinely. Thank you so much!
somtimes i say to myself evan if i spent
years on learning somthing il not get to this leval ,this is one of those times!
This video was mentioned by Unreal engine when showing off substrate at gdc 2023!
Yes, the presenter, Matt Oztalay, is a friend of mine.
@@BenCloward Nice! We are really lucky to have someone like you making these videos. My environments and materials have really come to life since watching your channel. To the point where I think some of my stuff looks better than what I'm trying to emulate from my favourite games!
Sweet tutorial! I think I'd add a bit of gravity to the thickness weight and try to get the animation flowing top to bottom.
Thanks a million for posting these, I've learned basically everything I know about shaders from your videos!
Thank you Ben. You're the greatest teach.
thank you ben, sadly i can't find atmosphere sun light vector 8:52 . how can i figure out in ue5.11. thx a lot
Holy~! I'm going to build a Jupiter out of this~! Thanks you, Ben, great content as always~!👍👍👍
Fantastic! Thanks for everything you do Ben!
Out of curiosity will you be making videos on substrate / strata, I assume you could already be playing around with them but it'd be interesting to see your knowledge applied to the new workflows
That's a good question. One of the main ideas I try to follow is to teach principles that are applicable to any engine. That's why I always show examples in both Unreal and Unity - so people understand that what I'm showing is not a unique engine feature, but a principle that can be applied anywhere. I'm trying to teach graphics in general, not specific engine features. Substrate is very specific to Unreal, and it's also in very early development. IMO, it's not ready to be used just yet and I have indications that it may change a lot in the next few months. If I were a "professional TH-camr" and "in it for the clicks" I might go chasing after the new and shiny stuff, but that's not really my style. I'll be watching the development of Substrate very carefully and may even mention it in a video or two, but I'm planning to wait a bit until the dust settles before making videos about it. If you're interested in my opinion on it, I think it's a very powerful improvement that enables some pretty cool looking materials. But existing workflows already allow users to create 95% of required materials. It appears that Epic is trying to now make it possible to create the final 5% of edge cases, but in doing so, they're also making it harder and more complicated to create the other 95%. So this is good for more advanced users, but not so good for artists and beginners who have learned the BaseColor, Metallic, Roughness inputs and will now need to unlearn that and use Diffuse, F0, F90, SSSDepth, etc, instead. I'm hoping that they find a way to keep the existing paradigm in place (because it has become an accepted and well understood industry standard) and expose the advanced stuff when advanced users specifically ask for it.
@@BenCloward Wow, I can tell you've been thinking on this for at least some time and given it some serious thought. I fully appreciate your emphasis on teaching and learning over any career goals on the platform, frankly it's what's drawn me to your channel. I was curious to get your opinions in general on Substrate, of which I think you've fully expressed in your response, leaving no need for a video. Greatly appreciate you as always and again, I wish there were more attention placed on your channel simply for your honesty and professionalism!
The outputs of that UE material node seems to give you float1/2/3 output, so I think you would expect it to have a vector 3 if you take the XYZ output. The data types are implicit on the output names Z, XY and XYZ, which match with float, vrcotr2 and vecorr3(?).
For this reason I’m almost sure if you use Z output you have the same result of component mask any of the channels.
Anyway this material breakdown is a banger, loved your research behind, you are such an inspiration for me
In this case, the XYZ output port label doesn't mean float3 though. It means front, side, and top projection. So the World Aligned Texture node has the option to project from all three axes (XYZ), or just from the front and side (XY), or just from the top (Z). All three of them are outputting a float3.
@@BenCloward oh wow so the output is the projection side . So what the vector 3 actually outputs? All 3 channels of the XYZ are the same? Sorry it was very unusual and I never tested that specific triplanar projection node
@@666nevermore Each of the three outputs is a Vector3 that contains the color data from the projection. The difference between the three is the type of projection you get.
This is fantastic! Well explained as always! Thx for sharing.
I was able to recreate the gradient texture pretty easily but how did you make the bubble surface texture tileable? Is there any way I could get that texture from you?
To make a texture tile, open it in Photoshop, use the offset tool to offset it horizontally and vertically so that the corners are in the center. Then use the clone stamp tool to paint out the seams. Or you could use the Make It Tile node in Substance Designer.
Lord Ben is incredible. thank u for this
I like the videos you do that split Unity and Unreal.... any chance you'll do the Unity Shader Graph version for this too?
The Shader Graph portion starts just before minute 24.
@@BenCloward Wow not sure how I missed that. Guess that's what happens when watching so many videos in the middle of the night LOL. OK I still have questions though...
th-cam.com/video/bN84YxaBEGw/w-d-xo.htmlsi=IvI6VkYbemrw44CT&t=1479
here you mention adding a OneMinus but then never added it. Did you forget and where does it go?
Also, I can’t find how where to add the Main Light Direction node you have at the start - i searched both direction and light and it doesn't come up, and my Triplainer Normal(3) is set to Wold Space not AbsoluteWorld Space and I don’t know how to change that? I’m guessing this triplainer fixes the pinching issues from Unreal? Also, is the Triplainer Position(3) where I plug in a time node to animate it like in the unreal version too?
Lastly, my Graph Settings is different as a Lit material and I think it may be because I’m using URP not HDRP - am I missing things that wont work in URP? :-(
I dont have a Bent Normal(3) - it this also why I can’t find the Light Direction? Is there a workaround? Thanks so much….
Great video and explanation, thank you :)
Thank you Ben. Amazing content!
Content as good as always, but could you please start using timestamps? It's hard to scrub them when I return later on, when I'll just want to revisit UE block, for example.
That's a good suggestion. Thank you!
Great tutorial. However, the Unity version of the Shader only colors the top half of the bubble, the bottom is half is black.. :(
did u get to fix this @bencloward can you help
Hey! Super good tutorial How would I go about making this more stylized/more cartoon like? Would I only be adjusting the Fresnel/ opacity? thanks for any responses
Hmm, good question. I guess it kinda depends on what type of stylization you want. Most cartoon looks don't really have transparency, so you could get rid of that. Second, you'd probably want to simplify the surface swirl texture and give it a pattern that's a bit more hand-painted looking. That could get you going in the right direction.
I love it!! Thanks!
SIr how to get the Texture ~
Yo, dude, i was literally scratching my head two hours ago on how i should do this to soapy bubbly water surface.
This is awesome!
does anyone have the link to reference images handy?
th-cam.com/video/bN84YxaBEGw/w-d-xo.html
did you ever find the bubble texture?
@ nope
How can I get the thin_film_gradient texture?
You can make one. The first link I posted in the description has a beautiful picture of the gradient that you can grab and turn into a texture.
Hey there, thank you so much for this. I know this is old but I have a question: I was trying to replicate a realistic feather in Unreal, and I noticed that they have this kind of iridescence to them. I tried applying this somehow to it, but my knowledge is a bit limited (to say the least). Do you have any tips? Basically the feather has the color layer and on top this iridescence. It's like 2 different materials. Nevertheless, thank you so much for this :)
Came here wanting to make an abalone shell, left with the profound realization that bubbles are metal.
Please do a Auto terrain paint shader graph tutorial,
I already did that for Unreal here: th-cam.com/video/scjxKW_imEo/w-d-xo.html and here: th-cam.com/video/TJa-v5yDybI/w-d-xo.html. Although maybe you're asking for a Unity one?
@@BenCloward I am iv'e been trying to for a couple weeks now and just can't seem to get it
Can you please make a tutorial on weapon trails using niagara? The ones I've found are very basic and the results are ok, but not dazzling :(
I've been asked a few times to do niagara tutorials, but unfortunately, I've never actually used it - so I'm probably not the best person to ask. I'm not really a particle effects guy.
another interesting thing to note, is that because of gravity, the bottom of the bubble will be thicker on average than the top. this means that you could use gravity to influence the color of the bottom.
Yep - and that's what causes a bubble to pop - because the longer the bubble lasts, the more of the soap moves from the top to the bottom until finally the top is too thin to stay connected to itself. So yes, it would be more realistic to add a top-to-bottom mask that also influenced the color. Good call!
GOOD JOB
Parabens pelo conteudo muito bom 😀😀😀😁
Obrigado!
it is beatiful
Please do a grass shader 🥺🔥
I always make my window glasses 'metallic', so there's nothing wrong with that :)
does anyone have a the unity shader graph built for th-cam.com/video/bN84YxaBEGw/w-d-xo.html