Finally someone who explains stuff. I subscribed and I look forward to more water tutorials honestly. Hopefully we will also add physics to out water and also go underwater at some point . Thank you and Keep up the good work !
I just realized that it's been almost 2 yrs since I've been watching your shader tutorials and yet I don't remember if I've ever commented to say thank you. Before watching them I don't think I would've ever thought I could understand this stuff. Thank you so much for your knowledge and patience to make this series!!
Great video series! As always you break it down so anyone can understand. Request to take this series further into waterfalls, and possibly stylized water. Thanks!
Excellent tutorials sir, been struggling with my water shader for my fantasy rpg game a few weeks now rebuilding it countless times and this has helped me achieve the look im looking for, Thank you!
Your tutorials are very well done, thanks for doing this! I would love to see some kind of waterline effect that works in combination with the Gerstner waves in the future. Something you would get for example when breaking through the water surface while wearing a diving helmet, or when viewing a water volume from the side through the glass of an aquarium.
@@BenCloward with that music and geometry reminds me of old Amiga's demo. Too far complex in case of lighting and shaders though. :D Glad to see a channel that's gonna specialise in UE shaders. You have my subsciption. ;)
i put foam by getting the dot product between the wave normal and up vector. and i multiply it by -1. so i get a mask where waves normals are sharpest. then use that mask to project foam.
Hi, What are the "Water_Gestner_Waves" nodes in your Geometry Waves (14:17 minutes)? I cannot find any nodes that have all the inputs and output like in your VDO.
Thank you for your tutorials, so well explained and for taking the time to teach us! I can't get the textures somehow and it's quiet hard to follow along without them since they are specific, do you have another location we could get them?😱
i try this tutorioal on UE 5.03 and seams not working the water looks horrible would be nice a tutorial for water/river on UE5 maby its cuz UE5 not use teselation
Great tutorial Ben, my results ended up being a little different but after playing with all the scalar params I think it came out really great. Really appreciate the tutorial. Whats the next planned series, have you already decided on that? If your looking for suggestions I would like to put out a couple things I would personally enjoy seeing. 1. Landscape stuff. I know how to make a landscape mat and use layer blending and what not but theres some crazy cool landscape stuff that can be done that I dont understand. I personally tend to just use a landscape material from an environmental asset pack but put in my own texture choices for layers like a cheater. 2. Vertex painting stuff. I love vertex painting textures as well as painting layers on landscapes, its super relaxing and fun. I have used vertex painting stuff from other peoples created vertex shading materials, but I have never made my own from scratch. Would love to make a nice 3-4 texture blend master for doing some walls / floors painting. Since its an unreal engine tut you can always use mega scans high end textures and we can all follow along with the same stuff.
The Motion_4WayChaos material function can be found in the Unreal5 Content Draw in Engine Content/Functions/Engine_MaterialFunctions03/ComplexMotion. If there is no Engine Content folder showing in your Content Drawer, click the Settings icon on the upper left corner of the drawer and select "Show Engine Content"
I'm glad these are helpful for you! I created a wave mask once by finding the world space position of the waves at the top and bottom. If you subtract the bottom height from the top height, you get the distance from the bottom to the top. Then you multiply that distance by a constant to adjust it so that the maximum value is one. That will give you a mask that is white where the waves are highest and black where they're lowest. Then you can multiply the foam by that mask so that you get foam on the tops of the waves. Hope that helps!
Hey Ben, I have a question.. Is there a way to make an object that is moving on water, somehow create foam or displacement behind it? Could you potentially make a tutorial about something like that? Thanks in advance!
You could do that if you used a Runtime Virtual Texture and had your object write into that texture and then you sampled from that same texture in your water material and used it as a mask to determine where to place the foam. I'm not planning to do a video on that any time soon, but maybe that will be a good place to start looking for other resources to help you do it.
INCREDIBLE WORK! I have only one question: is it possible to shade the water, foam and waves? because, it really doesn't look like a real wave or waterfall doesn't cast a shadow ... I tried everything (I read) ... it doesn't work .... there is no shadow ... it's weird if there is no such possibility in this engine ?! there are all sorts of other effects but no shade of water (or I can't achieve it)
This is so awesome, I've made the whole water shader and it looks so good. I'm wondering if there's a way to trigger animations for plants under the water based on the waves, or if there's a way to trigger particle effects when the rocks get hit by the water?
Hi, I do not have the Motion_4WayChaos Material Function available to me. Any idea why? Thanks for the tutorials, they are really enjoyable and educational!
I believe that the last post in this forum thread has the answer you're looking for: forums.unrealengine.com/development-discussion/blueprint-visual-scripting/30485-motion_4waychaos
@@BenCloward Perfect mate thanks. I have followed along with the whole tutorial but I can't see any foam. Everything has compiled successfully and I've never had problems with the result of one of your tutorials before so I have definitely missed something or put something in the wrong place but I can't find it for the life of me haha! Any idea where I could have gone wrong here? Thanks :)
@@jordanj9617 Time for debugging! Do you get foam if you wire the results of the Motion_4WayChaos node directly into the SplitComponents node and skip the gradient multiply? If so, then the problem is most likely with the way you're generating the UV coordinates for the gradient.
@@BenCloward Yes that was it. I'm going to go back to the depth tutorial as I think that may be where I have missed something out. Thanks a lot Ben I appreciate it., keep up the good work!
hi, Ben, really thanks for this amazing tutorial. When I was trying to learn how to get the storeline like you showed in the video, I found there are two ways in general, one is using depth, another is using distance field. Is that possible to give another tutorial on how to use distance field method to achieve this effect? I've spent days, but haven't succeed yet, I am to know curious to know the difference between these two ways.
Are you talking about the texture links? The textures are still on my server. That hasn't changed. For some reason web browsers really struggle with TGA images. Just right click on the link and choose "Save Target As..." If that doesn't work, try using Chrome.
Here's someone else on the Unreal forum with that same question. The last three posts in the thread should help you find it. forums.unrealengine.com/development-discussion/blueprint-visual-scripting/30485-motion_4waychaos
If you are using chrome... Chrome recently added new security feature that will block you from downloading from any links. Temporarily and working solution is to visit chrome://flags/#treat-unsafe-downloads-as-active-content and set it to disabled then relaunch your browser. Strongly suggestion to set back default after done.
It does not work with UE 5.1. At least not for me. I followed the Tutorial and some things changed in the last 3 years, some options are not available or not changable.
It not possible for me to find the issue without being able to see what you have done. If you would like to send me a screen shot of your node graph, I would be happy to take a look at it. ben@bencloward.com
You can make a wave peak mask using the world Z value. Figure out what value the peaks are at in world space, and then adjust the value so that it's one at that height and zero for anything above or below that value. Then multiply the foam by that mask.
Finally someone who explains stuff. I subscribed and I look forward to more water tutorials honestly. Hopefully we will also add physics to out water and also go underwater at some point .
Thank you and Keep up the good work !
I just realized that it's been almost 2 yrs since I've been watching your shader tutorials and yet I don't remember if I've ever commented to say thank you. Before watching them I don't think I would've ever thought I could understand this stuff. Thank you so much for your knowledge and patience to make this series!!
You're welcome. I'm glad I could help!
Your explanations are fantastic and so appreciated; not many other videos go as far as you have with details and how certain things work. Thank you!
The foam looks really amazing! Thank you so much for your hard work!
Great video series! As always you break it down so anyone can understand. Request to take this series further into waterfalls, and possibly stylized water. Thanks!
Most useful channel about UE materials. I become understand many main principles of creating materials, not just copying.
Excellent tutorials sir, been struggling with my water shader for my fantasy rpg game a few weeks now rebuilding it countless times and this has helped me achieve the look im looking for, Thank you!
Just binged through your series. Fantastic work man, I've learned alot through these and have shared some of the them with my dev friends. Keep it up!
Amazing man. Thanks a ton, been pulling my hair out trying to better understand water and advanced texturing. Going to watch the whole series!
keep going sir, best tutorial series ever made :)
Absolutely love these tutorials. Super informative and easy to follow. Always look forward to the next one :)
These are wonderful, easy to follow and explained very well.
Your tutorials are very well done, thanks for doing this! I would love to see some kind of waterline effect that works in combination with the Gerstner waves in the future. Something you would get for example when breaking through the water surface while wearing a diving helmet, or when viewing a water volume from the side through the glass of an aquarium.
Excellent work Ben! Thank you so much!
again very nice result!
Thank you sir, for sharing your knowledge.
You are a blessing sir. Thanks so much
OMG! I love that intro. Soooo retrooo!
Hahah! Yeah, I made that in 3ds Max back in 2005 - back when HLSL shader support in Max was brand new. Glad you like it!
@@BenCloward with that music and geometry reminds me of old Amiga's demo. Too far complex in case of lighting and shaders though. :D
Glad to see a channel that's gonna specialise in UE shaders. You have my subsciption. ;)
i put foam by getting the dot product between the wave normal and up vector. and i multiply it by -1. so i get a mask where waves normals are sharpest.
then use that mask to project foam.
Hi, What are the "Water_Gestner_Waves" nodes in your Geometry Waves (14:17 minutes)? I cannot find any nodes that have all the inputs and output like in your VDO.
Its a function he created in his Gerstner waves tutorial I think it was episode 26 or so. Its not a default UE function
Thank you for your tutorials, so well explained and for taking the time to teach us! I can't get the textures somehow and it's quiet hard to follow along without them since they are specific, do you have another location we could get them?😱
i try this tutorioal on UE 5.03 and seams not working the water looks horrible would be nice a tutorial for water/river on UE5 maby its cuz UE5 not use teselation
Great tutorial Ben, my results ended up being a little different but after playing with all the scalar params I think it came out really great. Really appreciate the tutorial. Whats the next planned series, have you already decided on that? If your looking for suggestions I would like to put out a couple things I would personally enjoy seeing.
1. Landscape stuff. I know how to make a landscape mat and use layer blending and what not but theres some crazy cool landscape stuff that can be done that I dont understand. I personally tend to just use a landscape material from an environmental asset pack but put in my own texture choices for layers like a cheater.
2. Vertex painting stuff. I love vertex painting textures as well as painting layers on landscapes, its super relaxing and fun. I have used vertex painting stuff from other peoples created vertex shading materials, but I have never made my own from scratch. Would love to make a nice 3-4 texture blend master for doing some walls / floors painting. Since its an unreal engine tut you can always use mega scans high end textures and we can all follow along with the same stuff.
I have tried adding foam based on mesh distance fields, but failed to get any results. It would be cool to see you cover that topic!
Thank you for the suggestion!
is there any substitute for 4way chaos in unreaal5? i cant find it in the material graph :(
The Motion_4WayChaos material function can be found in the Unreal5 Content Draw in Engine Content/Functions/Engine_MaterialFunctions03/ComplexMotion. If there is no Engine Content folder showing in your Content Drawer, click the Settings icon on the upper left corner of the drawer and select "Show Engine Content"
@@BenCloward perfect thank you!
great work
I've learned a lot with your tutorials. thank you. Can you explain how to use waves as a mask for foams?
I'm glad these are helpful for you! I created a wave mask once by finding the world space position of the waves at the top and bottom. If you subtract the bottom height from the top height, you get the distance from the bottom to the top. Then you multiply that distance by a constant to adjust it so that the maximum value is one. That will give you a mask that is white where the waves are highest and black where they're lowest. Then you can multiply the foam by that mask so that you get foam on the tops of the waves. Hope that helps!
@@BenCloward Thank you for your help. I will try it.
You're so awesome man
Hi ! I have a little question, how i add foam on the peak of the wave ?
Hey Ben, I have a question..
Is there a way to make an object that is moving on water, somehow create foam or displacement behind it?
Could you potentially make a tutorial about something like that?
Thanks in advance!
You could do that if you used a Runtime Virtual Texture and had your object write into that texture and then you sampled from that same texture in your water material and used it as a mask to determine where to place the foam. I'm not planning to do a video on that any time soon, but maybe that will be a good place to start looking for other resources to help you do it.
@@BenCloward Thank you so much Ben!
I'll try to use your comment in order to come up with a solution.
You are great!
INCREDIBLE WORK!
I have only one question:
is it possible to shade the water, foam and waves?
because, it really doesn't look like a real wave or waterfall doesn't cast a shadow ...
I tried everything (I read) ... it doesn't work .... there is no shadow ... it's weird if there is no such possibility in this engine ?! there are all sorts of other effects but no shade of water (or I can't achieve it)
very nice thanks
Excelent. Thank you!!
This is so awesome, I've made the whole water shader and it looks so good. I'm wondering if there's a way to trigger animations for plants under the water based on the waves, or if there's a way to trigger particle effects when the rocks get hit by the water?
Hi, I do not have the Motion_4WayChaos Material Function available to me. Any idea why? Thanks for the tutorials, they are really enjoyable and educational!
I believe that the last post in this forum thread has the answer you're looking for: forums.unrealengine.com/development-discussion/blueprint-visual-scripting/30485-motion_4waychaos
@@BenCloward Perfect mate thanks. I have followed along with the whole tutorial but I can't see any foam. Everything has compiled successfully and I've never had problems with the result of one of your tutorials before so I have definitely missed something or put something in the wrong place but I can't find it for the life of me haha! Any idea where I could have gone wrong here? Thanks :)
@@jordanj9617 Time for debugging! Do you get foam if you wire the results of the Motion_4WayChaos node directly into the SplitComponents node and skip the gradient multiply? If so, then the problem is most likely with the way you're generating the UV coordinates for the gradient.
@@BenCloward Yes that was it. I'm going to go back to the depth tutorial as I think that may be where I have missed something out. Thanks a lot Ben I appreciate it., keep up the good work!
hi, Ben, really thanks for this amazing tutorial. When I was trying to learn how to get the storeline like you showed in the video, I found there are two ways in general, one is using depth, another is using distance field. Is that possible to give another tutorial on how to use distance field method to achieve this effect? I've spent days, but haven't succeed yet, I am to know curious to know the difference between these two ways.
I haven’t used the distance field method yet so I would need to do some learning first before maki g it. But maybe in a couple of weeks...
@@BenCloward sooooo excited to hear that! I've searched a lot, but still cannot generate the foam with distance field properly. So much thanks!
@@hammertl2673 hey hey... did you ever get this working?
Ensina como colar espuma em cima das ondas, estou fazendo um mar para meu jogo, não sei como fazer!
the links to the images don't work anymore :(
Are you talking about the texture links? The textures are still on my server. That hasn't changed. For some reason web browsers really struggle with TGA images. Just right click on the link and choose "Save Target As..." If that doesn't work, try using Chrome.
@@BenCloward opening in chrome worked, thank you so much! Also, thank you for the great tutorials!
Can anyone help me with finding the Motion_4wayChaos in UE4?
i cant seem to find it
Here's someone else on the Unreal forum with that same question. The last three posts in the thread should help you find it. forums.unrealengine.com/development-discussion/blueprint-visual-scripting/30485-motion_4waychaos
@@BenCloward Easier method; click on "View Options" down-right when searching, then check "Show Engine Content" :)
How did you make those rock material?
The rock and material assets come with Unreal. I think the material is called M_Rock_Basalt.
the link to the textures does not open! Can you please share another link?
Right click on it and select "save link as...".
If you are using chrome... Chrome recently added new security feature that will block you from downloading from any links. Temporarily and working solution is to visit chrome://flags/#treat-unsafe-downloads-as-active-content and set it to disabled then relaunch your browser. Strongly suggestion to set back default after done.
in 4.26 there is no motion 4way chaos?what to do please?
When you're searching for a function, click the little eyeball and click "Show Engine Content"
@@xzerozdead i can't find it
It does not work with UE 5.1. At least not for me. I followed the Tutorial and some things changed in the last 3 years, some options are not available or not changable.
I thought that water foam happened on x and y axis and not on z axis
Friend this four way doesn't have in my Unreal and my version is 4.27.
You need to show engine content
I did exactly what you do in the video but I didn't get the foam result why is that?
It not possible for me to find the issue without being able to see what you have done. If you would like to send me a screen shot of your node graph, I would be happy to take a look at it. ben@bencloward.com
@@BenCloward thanks~I'd sent the email to you
thank !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
does anything know how to put the foam on wave peaks?
You can make a wave peak mask using the world Z value. Figure out what value the peaks are at in world space, and then adjust the value so that it's one at that height and zero for anything above or below that value. Then multiply the foam by that mask.
i want to know that.
please show me this note graph!!
FYI, your textures links aren't working.
Hmm, odd. Both of them are working for me. Does it work if you right click on the link and select "save target as..." ?
@@BenCloward I should have thought to try that, but actually I just made my own, better for me not to get too lazy! Thanks for the fantastic lessons!
thicc foam
I understood like 2% of this videos information xD, its okay tho, I am a noob