Underwater Caustics Part 2 - Advanced Materials - Episode 42

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  • เผยแพร่เมื่อ 26 ม.ค. 2025

ความคิดเห็น • 29

  • @arakusband
    @arakusband 11 หลายเดือนก่อน +2

    This whole water series has been so educational. I feel like every time I watch one of your videos my mind is blown. Thanks for what you do

  • @coreC..
    @coreC.. 11 หลายเดือนก่อน +4

    I clicked the like button before even starting the video. I know it's good..

  • @jihadrouani5525
    @jihadrouani5525 11 หลายเดือนก่อน +2

    Thanks Ben as usual, your videos are the best.
    Brand new topic in 2 weeks, I really can't wait, also I hope it's about volumetric lighting and clouds etc...

  • @CarlosHenrique-c4x3p
    @CarlosHenrique-c4x3p 11 หลายเดือนก่อน +2

    Thank you for sharing your knowledge with us. This content is invaluable! God bless you!

  • @drachenfeles
    @drachenfeles 11 หลายเดือนก่อน +1

    loved whole series, can't wait for more...

  • @KC3D
    @KC3D 11 หลายเดือนก่อน

    Ben, you are the absolute best. We cannot thank you enough for all this.

  • @holychubby8523
    @holychubby8523 10 หลายเดือนก่อน

    Your every videos help many people alot ❤ I am excited for the next new series!

  • @coreC..
    @coreC.. 11 หลายเดือนก่อน +2

    Do caustics appear on a face that has its normal facing down to the ground)?
    The sunlight is coming from above and can not hit the underside of an object directly. Maybe you can blend the caustics decals with a value that goes to 0 if the normal is facing down totally? Maybe that would look even better.

    • @BenCloward
      @BenCloward  11 หลายเดือนก่อน +1

      Yes, that's a great suggestion!

    • @coreC..
      @coreC.. 11 หลายเดือนก่อน

      @@BenCloward Cool.
      Just another question about those chromatic effects of the caustics, the shifted reds and blues. Those shifts must be caused by the very shape of the wave at the surface of the water. When a ray of light travels deeper into the water, do the shifts (between red and blue) grow greater/wider?
      Once red & blue rays are diverging, the offset at a greater distance gets larger. If so, then perhaps that effect can also be more pronounced at greater depths.
      I have not checked if this really happens in real life. Just an idea that seems logical to me.
      I read in another comment that you think of making the caustics get more blurry at greater depths: That will make it look extra cool, i think: More realistic. And if your calculating with depths anyway..
      (EDIT):
      Looked it up a bit. The waves create converging and diverging rays (crests and valleys of the wave). This means there is some focalpoint wobbling at a varying depth (if rays are converging underwater / where there's a crest on the surface).
      It all sounds too complicated and not worthy implementation. /ignore.
      (EDIT):
      The image on this page makes it clear in a glance:
      medium.com/@martinRenou/real-time-rendering-of-water-caustics-59cda1d74aa

  • @ribbonman1992
    @ribbonman1992 10 หลายเดือนก่อน

    Thank you for sharing the techniques! When you get a chance, could you also cover the water shader inside a cup that can be used for drink animation?

  • @ScorpioPL
    @ScorpioPL 11 หลายเดือนก่อน +1

    Great video! Just as a topic of individual homework - what's more we could do with this to improve it?

    • @BenCloward
      @BenCloward  11 หลายเดือนก่อน +3

      I didn't show it here, but caustics get more blurry and less bright as the water gets deeper. So that could be a feature you could add. My caustics texture actually has a more blurry version of caustics in the alpha channel, so you could blend to that based on the vertical axis of the decal.

    • @ScorpioPL
      @ScorpioPL 11 หลายเดือนก่อน

      @@BenClowardThanks! I'll look into that. Speaking of the project... I know part way through texture availability has been mentioned. Two questions on that front. 1. Do you plan on releasing the full texture set and/or the code (graphs) as a repo? 2. What algorithms/ AI tools have been used to generate the layers of your nice packaged textures? That is is you're willing to share that info of course. Thanks either way. Great videos, awesome channel! Ps. I do apologize for my compulsively systematic mind :]

  • @antonkobziev405
    @antonkobziev405 11 หลายเดือนก่อน

    Thank you for this video. I’ve been looking for caustics on walls for hdrp for a long time

  • @sephtv2759
    @sephtv2759 10 หลายเดือนก่อน

    Thank you for sharing this great information Mr. Cloward. If you find the time could you consider tackling Texture2DArrays and how one might create an universal shader for tilling materials, perhaps involving vertex colros, with it that can also support layering and height lerping possibily? It would be quite the efficient use for an all around tilling material with reduced samples.

  • @Crisp3D
    @Crisp3D 11 หลายเดือนก่อน

    Would you be able to make a small material layer system example that uses masks to create wear on props and objects?

  • @cmitchell6927
    @cmitchell6927 11 หลายเดือนก่อน +1

    Great success!

  • @NLIloveolimpya
    @NLIloveolimpya 11 หลายเดือนก่อน

    Hi Ben! I have been trying to hide caustics in dark areas in UE5, but I haven't found any node that retrieves the light it is receiving. Is this even possible?

  • @Lazy_Watcher
    @Lazy_Watcher 6 หลายเดือนก่อน

    Maybe it's cause I'm in Unreal 5.3, but the Absolute World Position DDX / DDY method didn't fix the normal issue for me. Some objects still have the same artifacts, in the same positions.

  • @sithmaster
    @sithmaster 11 หลายเดือนก่อน

    Did you think about creating a waterline effect? This is something that seems quite hard to build.

  • @Meijiayu
    @Meijiayu 11 หลายเดือนก่อน

    you're the best,Master❤

  • @linon8930
    @linon8930 6 หลายเดือนก่อน

    Ben, how can I incorporate the flow map from your ue4 video to this final configuration of the ue5 water material?

    • @BenCloward
      @BenCloward  6 หลายเดือนก่อน

      That should be pretty straight forward to do. Just use the normal output from the flow mapping instead of the scrolling normal maps I'm using here. Have you tried it?

    • @linon8930
      @linon8930 6 หลายเดือนก่อน

      @@BenCloward Hey Ben, the flow mapping works fine on its own. I was wondering if there is a way to connect the gerstner waves and the scrolling normals to the flow. Do i have to completely bypass the scrolling normals for the flow mapping to work?

    • @BenCloward
      @BenCloward  6 หลายเดือนก่อน +1

      @linon8930 in my experience it works best to do one or the other. The flow movement is pretty subtle so if you already have movement going on, it makes the flow not very visible.

    • @linon8930
      @linon8930 6 หลายเดือนก่อน

      @@BenCloward Thanks Ben for helping out. I appreciate it. Your great work with the tutorials are top notch.

  • @coreC..
    @coreC.. 11 หลายเดือนก่อน

    Sorry for spamming, perhaps.. Water and graphics are just so cool.
    Would it be possible to make a texture from the vertex data of the water-surface? Using the vertex height (and normal) to render to a texture, which produces an image of the "true" shape of the caustic pattern, according to the waves at the surface. But you have to proces all vertices before able to use the texture. And you can only do it for a small (part of the) scene.
    Drawing pixels to that render target is maybe mega slow (i reckon. I have no idea), but for the sake of realism, and the exercise.. even if it's overkill :-)

  • @googlefuuplayad9055
    @googlefuuplayad9055 11 หลายเดือนก่อน +1

    😊🥰🥰👍👍😽