How to make Glass / Transparent materials SUPER fast to render : UE4

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  • เผยแพร่เมื่อ 1 ส.ค. 2024
  • ✅ UE5 Beginners Materials Course : bit.ly/3Num1pr
    [Description]
    Making glass in UE4 can be hard. An its even harder to get it running fast. In this video we will be going over different material setups for creating cheap versions of glass and transparent materials in UE4.
    [Courses]
    UE5 material creation course : bit.ly/3Num1pr
    3d modeling for beginners: bit.ly/3GGHvvo
    Video game weapon creation course: bit.ly/4amAg9h
    UE4 Lighting for beginners course: bit.ly/3uYCGLb
    [Time Stamps]
    00:00 - Intro
    00:40 - Breakdown
    00:55 - Shader Complexity
    02:04 - Additive Material
    04:28 - Additive Material Breakdown
    06:10 - Translucent Material
    07:22 - Modulate Material
    08:45 - Outro

ความคิดเห็น • 38

  • @o.k.m2588
    @o.k.m2588 หลายเดือนก่อน

    This was exactly what I needed, thank you ! Ive been working with the visual side of unreal for about 5 years, and i just sorta assumed that transparent materials were just super expensive, like, thats just how it is, but this really opened my eyes and gives me mountains of ideas. Thank you !

  • @alexhooi7268
    @alexhooi7268 2 ปีที่แล้ว +3

    Thank you for the awesome tutorial, instantly got great looking glass thanks to this.
    As an artist whose forte isn't programming or shader wrangling, I really appreciate it.

  • @FluteboxFan
    @FluteboxFan 3 ปีที่แล้ว +1

    This is an amazing resource for beginning developers like me, really appreciate you sharing it!

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      Glad it was helpful!

  • @ashleysparling
    @ashleysparling 3 ปีที่แล้ว

    Thank you this is perfect.

  • @madebyjway6019
    @madebyjway6019 2 ปีที่แล้ว

    Bro! thank you. Such a simple solution.

  • @CombatFXZone
    @CombatFXZone ปีที่แล้ว

    Thank you! Great explanation and tutorial :)

  • @Crush-kc8ss
    @Crush-kc8ss 2 ปีที่แล้ว

    Loved the tutorial. would love to see more of a breakdown. Like showing you actually building this. I paused your video and made my blueprint from squinting at the screen and reading your info.. probably not 100% accurate but very close with what i had to work with.

  • @philzarcone
    @philzarcone 3 ปีที่แล้ว +1

    Straightforward and packed with useful information, thank you for sharing this excellent tutorial! The modulate blend mode solution is exactly what I was looking for, and is substantially more performant than the standard translucency blend mode without sacrificing very much fidelity (the fresnel color highlight node is a great addition to the shader btw).

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      Glad it was helpful!

  • @etawil51
    @etawil51 ปีที่แล้ว

    great tutorral tnx you very much !

  • @AdiusOmega
    @AdiusOmega 3 ปีที่แล้ว +1

    Great video! Incredibly useful knowledge, bless ya lil soul.

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      My soul is so blessed :)

  • @misterrider19
    @misterrider19 2 ปีที่แล้ว

    Thanks a lot for this video, I didn't had that much knowledge about glass in ue4 and for performance it's gonna be just awesome. I have a whole world in my game that will have a lot of glass, and I was struggling with the performance and it was just appearing mostly red through the "shader complexity" viewmode. I was using a glass material from an asset pack but it seems like it wasn't that much optimized.

  • @Nick_fb
    @Nick_fb 3 ปีที่แล้ว +1

    Great stuff

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      Thanks, really appreciate it. :)

  • @reket777pvl
    @reket777pvl ปีที่แล้ว +3

    I guess it doesnt work in SM5. When I conect reflection vector WS to Texure sample I got an error

  • @HardEzhik
    @HardEzhik 3 ปีที่แล้ว

    Very useful video! What music plays on background?

  • @koolkat0002
    @koolkat0002 2 ปีที่แล้ว

    Thanks for the simple tutorial! I was wondering, how did you set up the texture you used? I don't know much about cubemaps, so I just plugged in a panorama jpeg as a texture but it doesn't to work. Thank you!

    • @Crush-kc8ss
      @Crush-kc8ss 2 ปีที่แล้ว

      I searched for Desert HDRI and it popped up in menu to use

  • @johnfr2389
    @johnfr2389 2 ปีที่แล้ว

    Do these modes properly handle depth sorting in all cases?

  • @tonirak241
    @tonirak241 2 ปีที่แล้ว +2

    I tried it but it's not that cheap, I don't know if I am missing something, shader complexity shows red color, blend mode is already set to additive, any idea?

  • @polar1991
    @polar1991 3 ปีที่แล้ว +4

    Can you make a beginner material series?

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว +3

      This is something I can do. :)

  • @BadVoodooMon
    @BadVoodooMon 3 ปีที่แล้ว

    Great tutorial as usual! Quick question: for the first cheap glass material, I have it set up the exact way that you do. But for some reason, I have nearly double the instruction count. What's strange is at 4:28 I noticed most of your pins are grayed out even though you're in the "default lit" Shading Model. Usually the pins are grayed out like that when in the "unlit" Shading Model. Am I missing a setting that makes this cheaper in default lit mode? Thanks!

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      Make sure blend mode is additive ?

    • @BadVoodooMon
      @BadVoodooMon 3 ปีที่แล้ว

      @@Drawcall strange, I must have missed that on screen. Getting caught up in the details! Thanks!

  • @realmodel1132
    @realmodel1132 3 ปีที่แล้ว

    Very informative. SceneColor seems to be a common method to create opaque but "transparent" water. Any insights how this is different to additive shading it seems to be a very similar thing ? And would it be useful for glass visually. Also: resubscribed =)

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      I think because scene color is a post effect it’s not being culled in the depth buffer were as the additive material is still being rendered with the right occlusion it’s math to render is still just adding it’s color information very cheaply.

  • @charlesalexanderable
    @charlesalexanderable 3 ปีที่แล้ว +1

    2:55 additive isn't cheap because of depth, I think it is because alpha blending requires division and more dependent reads or something

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      Agreed, the geo must still be passed into the depth buffer for proper occlusion. Because of the additive nature the operation is communitive and can remove the need to be sorted from back to front. So it still needs to be passed but it should happen much faster without the extra z sort before the drawcall is issued. Again I could be a bit off so let me know.

  • @Djonsing
    @Djonsing 2 ปีที่แล้ว

    Why don't I have 'Bubble Color' in the list? (UE 4.26)

    • @reket777pvl
      @reket777pvl ปีที่แล้ว +1

      because its just a parameter. You create blank parameter and name it Bubble color or anything elseXD

  • @jaddeeb510
    @jaddeeb510 3 ปีที่แล้ว +1

    Ez render = ez like

  • @unrealstudent2239
    @unrealstudent2239 ปีที่แล้ว +1

    you could have mentioned what the different node types are i wanted to copy the setup but i cant tell what kind they are

  • @michaelanderson2861
    @michaelanderson2861 2 ปีที่แล้ว

    why dont I have like 95% of the blueprint nodes he does?