According to Unreal documentation, Absorption Coefficients should be set to Red 0.0033, Green 0.0016, Blue 0.0011. This looks much more realistic, I tried
Just a little information for those who think "Why does the ripple look different on the video than in my test". It's because the normal texture from the starter content ain't used. When you are about the click the texture in the dropdown menu click on the little 'cockwheel'. Enable: "Show Engine Content" and "Show Plugin Content" Note; this will add a lot of files in your folder struct, but they are just hidden on default they are already "there". When you enable those folders, you will see the normal that Gorka used in this tutorial and get the same ripple effect.
when i make it in the editor i can see it working the water in the veiw window the circle is blue and has motion but when i allpy it to the plan it just looks like chekered board i never see the water i made. I have done this over and over but it never shows up :{
I encountered the same issue. You could try playing around by dividing by a high number like 100 the output of the color that goes into absorption coefficient, if you want it even lighter divide that result again with another node. Also you can try using blue colors on the base color and also dividing them to not make them so exaggerated. Hoping this helps!
it makes me very confused, since the material refraction property is disabled in your editor, it means u are using versions greater than 5.2, yet u can still drag a constant 1.0 to the refraction making it working like the older versions. i follow your step, and get a very dark surface, light can not pass through. do i miss something? thank u for your response.
@@akcikas Slow down both panners to a speed of something like 0.005 for really still water. or speed it up if it isnt fast enough, like in my case, where i sped it up to 0.1.
Make sure the color going into absorbtion coefficients is pure red. If you want a darker blue, you can make it absorb both red and green. If you want white, you can just have it black, so that it reflects all light,
Are we just stuck using a simple rectangle for shape of water, no way to use a spline and fill it with a sureface, to we can make any shape for ease and efficiency ?
Recién lo aplique en un proyecto de plataformas y se ve increíble, gracias por el aporte, excelente tutorial, mas de estos videos cortos y prácticos. Hasta el próximo.
can u make it sit on a model or object and spill out that object wanna make a non static table with blood on it or barrels of grog with open casks. still super new lul
because the oceans are bugged out for me in ue5.2 , could i just make a really big plane, sculpt an island on top of it and have an proper island like that?
They changed the way refraction works, absorbing red no longer gives blue, it gives green, and refraction is disabled by default. This causes the water to look fairly weird and has a red hue when it meets another object. Any idea where I can learn to fix these problems?
I encountered the same issue. You could try playing around by dividing by a high number like 100 the output of the color that goes into absorption coefficient, if you want it even lighter divide that result again with another node. Also you can try using blue colors on the base color and also dividing them to not make them so exaggerated. Hoping this helps!
Hello, I like your work here :). I am trying to make targeting system. Searching for enemy in radius, choose closest one and when another one will be closer then change to closest one again and check again for another one. I struggling with it. Can u make some tutorial for it or maybe you have one I didnt know about ;) Thank you for tutorials ;)
Hey guys, does anyone have any tip to put water physics in this simples water material? I know that Unreal has their one Water options, but i wanted to create a water body from scratch with this material
"Hold down 3" , "Hold down 1". Keyboard shortcuts are not working for everybody. It changes based on Windows \ Mac \ Linux. Was so hard looking for "Scalar parameter" instead? Apart of all, this doesn't work.
According to Unreal documentation, Absorption Coefficients should be set to Red 0.0033, Green 0.0016, Blue 0.0011. This looks much more realistic, I tried
Thx made it WAYYYYYYY Better!
Damn Thanks
Perfect, thank you!
thanks, but what if i want it a bit blue, like in swimming pool, what setting should it be?
@@apollogt5506
Crystal blue (0.0, 0.65098039, 0.83921569)
Turquoise (0.25098039, 0.87843137, 0.81568627)
Deep Blue (0.4, 0.80392157, 0.66666667)
Just a little information for those who think "Why does the ripple look different on the video than in my test".
It's because the normal texture from the starter content ain't used.
When you are about the click the texture in the dropdown menu click on the little 'cockwheel'.
Enable: "Show Engine Content" and "Show Plugin Content" Note; this will add a lot of files in your folder struct, but they are just hidden on default they are already "there".
When you enable those folders, you will see the normal that Gorka used in this tutorial and get the same ripple effect.
It doesn't work
Thanks! This worked for me in Unreal 5.1!
Connect constant 1 at 0.0 to roughness to make it look way better.
Thanks def made it better
Thanks dude
Damn!
Best water tutorial ever. Thanks!
Best Unreal Engine channel on the net. Thank you sir
thank you so much!!
This is perfect for level building and it being so quick is even better. Thank you!
Really really great quick and easy! Thank you
thank you my pleasure!!
great!! thanks for your help, very beginner friendly
Simply a GOD using Unreal Engine
thank you so much!! Gracias tio
Thank you for such awesome tutorials!
thank you! my pleasure
Best UE5 content on the Internet
Once Again you save my time!
😁
awesome tutorial! Thank you so much!!
Continue RPG series pls.
Is there way to scale the waves?
set the coordinate values to 0.1 or 1 in both the panners.
Somehow didn't work on UE5.3. Mat shows on preview sphere, but in viewport just black nothing. Maybe need some extra setting specific.
Thank you soooo much. this video helps me a lot in uefn
when i make it in the editor i can see it working the water in the veiw window the circle is blue and has motion but when i allpy it to the plan it just looks like chekered board i never see the water i made. I have done this over and over but it never shows up :{
Exactly what I needed, even generated a quick water surface normal with Houdini's new texture nodes.
hi Gorka Games this is very useful tutorial. can you recommend best way to learn blueprints in unreal engine?
begin learning basic nodes, and try a challenge, like make an interaction to jump
Nice tutorial! Any advice or another tutorial on how to add depth so it looks/feels like the player character is swimming ?
Thankyou for this. My tutor for LV2 Game Design here in UK actually recommended you. 👍
What did I do wrong? My texture stay a solid grey? I get a "Substrate is not enabled" message?
Thanks! I created fantastic portal material by this tutorial :>>
It seems this tutorial does not work in Unreal 5, the water material is still black after connecting opacity. Any tip on how to fix that? Thanks!
I encountered the same issue. You could try playing around by dividing by a high number like 100 the output of the color that goes into absorption coefficient, if you want it even lighter divide that result again with another node. Also you can try using blue colors on the base color and also dividing them to not make them so exaggerated. Hoping this helps!
Set color to black on constant 3 and put it on absortion coefficients. Or set it to the opposite color you want it to be.
It worked for me 5.3.2
@@sandiablo360 Is that the numbers we should type in or is that the version you're using?
@@dontneedtoknowmyname5791 That's the version I checked in.
very cool tutorial you saved me :)
Wow, that’s really cool 😎
thank you!!
it makes me very confused, since the material refraction property is disabled in your editor, it means u are using versions greater than 5.2, yet u can still drag a constant 1.0 to the refraction making it working like the older versions. i follow your step, and get a very dark surface, light can not pass through. do i miss something? thank u for your response.
For UE5.5 you need to adjust one simple detail on the Refraction [Change the Refraction Method to Index of Refraction]
Simple and very cool.
thanks!
Thanks for the simple tutorial. Could you do a tutorial for water plugin in 5.2? Somehow I couldn’t get the foam and caustics to work
dude! thanks for making this simple!
Can you change the water color?
Yes, the water color is always the opposite of the one in the node you connect to the absorption (kind of the light color that is not absorbed)
@@duartemv Thank you, i need to know that too
it was an esqimery easy tutorial. thx!
my pleasure!!
Hey how do I slow down the pace of the water , great tutorial!!
did u figure it out? xd i have the same problem
@@akcikas Slow down both panners to a speed of something like 0.005 for really still water. or speed it up if it isnt fast enough, like in my case, where i sped it up to 0.1.
is there a way to change the tint of the water material?
Is there a way to paint foliage (e.g. fallen leaves) on the water surface that moves along with the animated normal? Thanks!
Will it work with a custom water body like a plane with water material
the waves arent working for me for some reason
You should add a tutorial on how to do like a special magic power like a jutsu from naruto
I want something like that
Nice one. How to change this water color to blue .?
Make sure the color going into absorbtion coefficients is pure red. If you want a darker blue, you can make it absorb both red and green. If you want white, you can just have it black, so that it reflects all light,
Are we just stuck using a simple rectangle for shape of water, no way to use a spline and fill it with a sureface, to we can make any shape for ease and efficiency ?
Awesome.. How do you make it tint the players screen will under like In games.
awesome!
u can use the water plugin in ue5 i think its better ?
how to collides this water plane with skeletal mesh so it can walk through it
but how do i change the color tho?
Recién lo aplique en un proyecto de plataformas y se ve increíble, gracias por el aporte, excelente tutorial, mas de estos videos cortos y prácticos. Hasta el próximo.
muchas gracias!!
do you have any games you made before?
yes, Bromeliad on Steam 😃
hey bro can you make a tutorial with als v4 showing how to go ragdoll automaticcaly when on air for long time
like in GTA ?
@@GorkaGames yes
@@GorkaGames sorry for answering late
wow tyyy❤❤
can u make it sit on a model or object and spill out that object wanna make a non static table with blood on it or barrels of grog with open casks. still super new lul
how can i make appear more darker, like i want it to be less visual through it
I do not have the Details Menu on the left site when i open up the material for the first time, how can i fix that?
How can you change water color using this method?
because the oceans are bugged out for me in ue5.2 , could i just make a really big plane, sculpt an island on top of it and have an proper island like that?
Could you go back to your procedurally generated planet tutorial and add planet and space travel gravity with other planets?
They changed the way refraction works, absorbing red no longer gives blue, it gives green, and refraction is disabled by default. This causes the water to look fairly weird and has a red hue when it meets another object. Any idea where I can learn to fix these problems?
where do i get starter content pack?
legend
always good!
My water was blinking in two color ,how to mix this ?
amazing
thank you!!
Is this compatible with rpg?
Hi , i can't change the mesh of an animation. it doesnt let me do it how am i gonna do that ( the animaton pack im using is animation starter pack)
But how can i change water speed?
My material turns black but I'm not sure what I am doing wrong :'(
Same in Unreal 5. Have you happened to find a solution?
double check your values ! :)
I encountered the same issue. You could try playing around by dividing by a high number like 100 the output of the color that goes into absorption coefficient, if you want it even lighter divide that result again with another node. Also you can try using blue colors on the base color and also dividing them to not make them so exaggerated. Hoping this helps!
My water doesnt go the light blue like yours, its black. Followed tutorial to a T :(
Same in U5. Have you happened to find a solution?
make sure the vector is red, the value of x will be 1, and the rest 0@@GameArtNinja
take output "white dot" from RGB node, not the red channel
@@ivanuralsky8913 THX. This works.
Hello, I like your work here :). I am trying to make targeting system. Searching for enemy in radius, choose closest one and when another one will be closer then change to closest one again and check again for another one. I struggling with it. Can u make some tutorial for it or maybe you have one I didnt know about ;)
Thank you for tutorials ;)
thx bro
how do i reduce the speed though?
Lower Panner Levels
how about water splashes
niagara tutorial??
@@GorkaGames That would be cool, I find water splashes somewhat hard to do.
@@GorkaGames niagara?
Thank you you save me
Shark Ai Tutorial please
when i hear this guy's voice i know that the video is worth watching and will actually lead me where i need to be. keep the good work and thank u😁
You missed the most important thing, which is it should be like coca cola where it gets less visible the thicker it gets
Hey guys, does anyone have any tip to put water physics in this simples water material? I know that Unreal has their one Water options, but i wanted to create a water body from scratch with this material
HI ...How to change color of the water ? is Way too Blue...
Pick the red Vector3 > convert to parameter > create a MI and pick the color u want
your refraction is disabled
0:36 holding 3 and left clicking doesnt do whaterever ur did
"Hold down 3" , "Hold down 1". Keyboard shortcuts are not working for everybody. It changes based on Windows \ Mac \ Linux. Was so hard looking for "Scalar parameter" instead? Apart of all, this doesn't work.
how to make water thick so no surface will be visible
Thing is if you go into that "pond" you aint gonna have a water effect if you go below the plane.
You just need to place a Post-Process Volume down there, tint it nicely and you're all good.
wasnt the point !
more... moreee!
after watching this video i know that the earth is flat...
What a horribly convoluted way (not your fault) to create a simple water texture.
Underwater is transparent...
btc nhi hora, paani badlo yaha aake hamara
You deleted my comment since I asked for a tutorial of sorts? thats just weird man.
Does nobody care about 700ish instruction count in pixels shader?
its really unpractical though
You dont know what you are doing
NICE!!!!
Nice tutorial, tho I'd give you one advice: speak slower. It is a nice tutorial but felt like you rushed it into a speedrun.