The Awesome 4.27/UE5 Update Nobody Is Talking About

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  • เผยแพร่เมื่อ 9 มิ.ย. 2024
  • Raytraced Translucency just got a ninja update in the preview build of Unreal Engine 4.27, and Unreal Enging 5. Previously, in 4.26, raytraced translucency/glass didn't cast any shadows. At all. Now, it does!
    I thought Raytraced Translucency was broken in the 4.27 preview update, but after talking to the devs at Epic Games, I found out that they revamped the way that Raytraced Glass Materials are configured. Now we actually control refraction with the refraction pin, as opposed to with the specular pin.
    Thanks, Devs!
    How to enable raytracing:
    docs.unrealengine.com/4.26/en...
    Link to previous Raytraced Glass video:
    • Raytraced Glass, Trans...
    What is the IOR of a material?
    pixelandpoly.com/ior.html
    ---------------
    This video is NOT sponsored. Some product links are affiliate links which means if you buy something I'll receive a small commission.
    ---------------
    Timestamps:
    00:00 - Intro
    00:45 - Comparison
    01:21 - Setup
    06:33 - Situational Examples
    --------Cameras and Gear Used To Film This Video ------
    DISCLAIMER: This video/description contains affiliate links, which means that if you click on one of the product links, I’ll receive a small commission. As an Amazon Associate I earn from qualifying purchases. This helps support the channel and allows us to continue to make videos like this. Thank you for the support!
    My Streaming / Recording Setup (How this Video was Recorded)
    Godox LEDP 260c LED Panel: amzn.to/3toBWtJ
    Godox Parabolic Softbox : amzn.to/36vXTgF
    Panasonic G7 Mirrorless Camera: amzn.to/3coTBeN
    Godox SL-60W Studio Light: amzn.to/2Yz6Hhq
    Razer Seiren X Microphone: amzn.to/2Y4fFCI

ความคิดเห็น • 396

  • @WilliamFaucher
    @WilliamFaucher  2 ปีที่แล้ว +28

    Hey folks! For those of you using this in UE5, you need to make sure you enable all the Hardware Raytracing options in your project settings for this to work. Otherwise it will use Lumen's voodoo magic and the effect will look rather different.

    • @cultura_ue
      @cultura_ue 2 ปีที่แล้ว +3

      I tried enable rt in ue5 but looks like RT translucency is broken in current build. Did you achieve translucency works in UE5?

    • @MarcusWendt
      @MarcusWendt 2 ปีที่แล้ว

      yeah same question here. did you get this working in UE5 ea2?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      @@MarcusWendt I did! Just be sure to enable Hardware Raytracing, and all the other Raytracing options in the Project settings :)

    • @osgawtf
      @osgawtf 2 ปีที่แล้ว +2

      @@cultura_ue In UE5 turning on Hardware Raytracing for shadows in project settings caused some weird results. I lost global ilumination. I tested with a light source covered by a plane. With it enable there was some bounce light but it was fixed, meaning I bumped the suns indirect light to stupid levels and it would do nothing. Trees would look dull cause they weren't occluding and bouncing light properly. I also had some weird results when rendering water materials where it would flicker (tho not sure this one was due to shadows). In the end I didn't really need translucency shaddows and lumens voodoo sufficed but it was annoying trying to troubleshoot it

    • @cultura_ue
      @cultura_ue 2 ปีที่แล้ว +1

      @@WilliamFaucher I missing something. HW RT is on, RT translucency in post process volume is on too. In this case Lit looks completely broken. No matter - Lumen is on or off. Shadows behavior became depend from shadows mode in translucency properties in post process volume. Seems there is huge transparent object inside scene and we are inside

  • @MartinAaberge
    @MartinAaberge 2 ปีที่แล้ว +27

    My goodness. The production value of this video is through the roof! The camera, the edit and the content 👏🏼👏🏼👏🏼 you even have a glass ball you beautiful creature!

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Lmao thanks Martin

    • @danimorrow6317
      @danimorrow6317 2 ปีที่แล้ว

      ... and the haircut! don't forget the haircut.

  • @RmaNYouTube
    @RmaNYouTube 2 ปีที่แล้ว +11

    I can't believe I'm finally seeing such realistic glasses in real-time so easily, while other big-name render engines still struggle to output a single noise-free frame of glass materials !!!!

    •  2 ปีที่แล้ว

      thats why i change long time ago from offline render to realtime, realtime has evolve faster do to simple technical limitation and a will to get photoreal results, which has lead to creating amazing faking techniques that get results very close to off-line rendering engines but on real-time, which is soooo much nicer to work with, and at the end only GI, SSS and Transparency looked better on Renders but the rest was pretty close, now with raytracing and voxel base techinques, that difference is almost gone.. And now that both world are merging, o men this is getting even cooler.

  • @Cryofluid
    @Cryofluid 2 ปีที่แล้ว

    Your tutorials are so stimulating and moreover explained in detail. Thanks for that.

  • @allthings3d
    @allthings3d 2 ปีที่แล้ว

    PS Just saw you the other day on you TH-cam and subscribed. Sure beats pounding my head against the desk for hours figuring this stuff out for myself. :) And yea just realize you are the one that saved hours of frustration on the lens distortion as well on Artstation.

  • @leggtard
    @leggtard 2 ปีที่แล้ว +1

    So helpfull as always having purchased my first Raytraced GPU, thanks again.

  • @yk3d
    @yk3d 2 ปีที่แล้ว

    THANK YOU - I've been bangin my head for about a week, trying to get proper glass, watching tutorials made for 4.26, and seeing something was off. Thank you made my day

  • @tlvanatta
    @tlvanatta 2 ปีที่แล้ว +1

    your channel is so killer, William! Thanks for taking the time to be such a badass instructor!

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Thanks so much! The pleasure is mine :)

  • @3dmonkeybizz
    @3dmonkeybizz 2 ปีที่แล้ว

    Once again, thanks for this super heads up and explanation. Have a great summer up there.

  • @TimCarran
    @TimCarran 2 ปีที่แล้ว

    Great videos, really like the way you move between different disciplines and are so clear in the way you explain things. Character fault but when you said you were taking a break my first thought was Nooooo!

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Thank you!
      Hahah worry not! I just need a few weeks to catch up on some other client work, I'll be right back before you know it :)

  • @reversebutcher
    @reversebutcher 2 ปีที่แล้ว

    Thank you so much for this updated tutorial. So helpful. Enjoy your break!

  • @DominikMorse
    @DominikMorse 2 ปีที่แล้ว +3

    Just leaving a huge Thank you here. Your videos should be included in the Epic Games version release notes, because I have never seen anyone to explain details and features so well and straightforward! I'm sorry that I cannot do more than Like & Subscribe, you deserve to be praised by UE community.

  • @CabrioDriving
    @CabrioDriving 2 ปีที่แล้ว

    Your tutorials are awesome. Thanks for uploading!

  • @renbry
    @renbry 2 ปีที่แล้ว +4

    Ahh so close! I was hoping you’d end with the updated 4.27 Path Tracer. I wondered what that would do with that setup you had. Maybe next time. It’s the most exciting feature of 4.27 for me.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +4

      I'm going to wait for a full, official release of 4.27 before doing so, I don't want to make a tutorial that could have bugs due to preview-build-related issues.

  • @faradaysinfinity
    @faradaysinfinity 2 ปีที่แล้ว +2

    Always appreciate your content thank you!!!

  • @VRDivision
    @VRDivision 2 ปีที่แล้ว

    ahhhhh coffee! Welcome to the club 🤣
    the IOR update makes me incredibly happy!
    it was so annoying to create glass materials in Unreal and now it became much easier!

  • @polyjam.studio
    @polyjam.studio 2 ปีที่แล้ว +1

    Hey William, great tut as always! What about tinted glass? Any update?

  • @alekjwrgnwekfgn
    @alekjwrgnwekfgn 2 ปีที่แล้ว +11

    Awesome. I’d love to see a demo with stained glass- with colored light.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +8

      That should come in a future build, Nvidia's build of UE4 already has this I believe :)

    • @jackywong4481
      @jackywong4481 2 ปีที่แล้ว +3

      @@WilliamFaucher And don't forget the interactive water caustics, drive.google.com/file/d/1-toc7Z_Uug_YOXqMkBwSzc1QH-JIswQ_/view?usp=sharing, I enable all features in this demo, have fun.

  • @acsomiT
    @acsomiT ปีที่แล้ว

    Great videos William and I love you humor! 😂

  • @AadilSharifDotNetDeveloper
    @AadilSharifDotNetDeveloper 2 ปีที่แล้ว

    Thank you so so much William for this video. My environment will now complete with some good looking glasses 😊😊😊

  • @christianmuntean
    @christianmuntean 2 ปีที่แล้ว +1

    Congrats for 30k ✌🏻

  • @jamaljamalwaziat1002
    @jamaljamalwaziat1002 2 ปีที่แล้ว

    U are amazing william in the way u introduce the new updates

  • @UnrealBucket
    @UnrealBucket 2 ปีที่แล้ว +2

    This is beyond amazing. I remember the struggle when I was working on Adv Glass Material Pack back in 2015. You could only dream of reflections/shadows...and now it's just a matter of 5 nodes. You can't unlove ray tracing 😎

  • @cr4nkk623
    @cr4nkk623 2 ปีที่แล้ว

    thank u so much for this awesome video, it helped me a lot! :)

  • @kingwrightdev
    @kingwrightdev ปีที่แล้ว

    Great video! I watched your video on lighting a scene with Lumen and to continue on to that, I thought I would do the reflections in the same scene. I followed the tutorial to the T, but the reflections I get seem to be reflecting an 'unlit' version of my scene. Any idea why this may be? Thanks for your content! You've been such an amazing help to understand how these systems work, not just how to work with them.

  • @MsDevilMaria
    @MsDevilMaria 2 ปีที่แล้ว

    That is a very nice glass ball William, thanks for the video as usual!

  • @carneyal
    @carneyal 2 ปีที่แล้ว

    Great Video William! Your content has been instrumental in making the switch from Blender to Unreal. Just a couple quick questions I haven't been able to find an answer for.
    With raytraced glass, the effect of global illumination on the scene isn't reflected or transmitted through the glass as far as I can tell. Turning up the 'max bounces' in the PPV for both reflections and refractions doesn't seem to make a difference. Just wondering if there is a solution for this?
    Also, increasing the roughness on the material ONLY affects the reflections, is there a way to get it to affect the translucency too for a frosted glass effect? Switching on the path tracer seems to solve both of these issues, but I'm wondering if there is a solution for raytracing?

  • @sams_3d_stuff
    @sams_3d_stuff 2 ปีที่แล้ว +1

    Love your teaching style. My Unreal hero!

  • @normanran3589
    @normanran3589 2 ปีที่แล้ว

    Very nice video!!!!!! GRRAT! one question is there any way to make the shadow to have some density variation? not like the current one density/darkness, if you look at real glass, you will see that

  • @DatGuyGLK
    @DatGuyGLK 2 ปีที่แล้ว +4

    yooo, glass was the only weakness in my archviz renders, this gonna help out so much

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +8

      You just wait until the Nvidia branch of UE makes its way into the Vanilla build, the Caustics are amazing.

  • @ModernARQ
    @ModernARQ 2 ปีที่แล้ว +1

    Great video! Thanks mate!

  • @Mr_Dee
    @Mr_Dee 2 ปีที่แล้ว

    Enjoy the summer and sun William. Well deserved after all these awesome tutorials:)

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Thank you! Enjoy the summer yourself!

  • @coffeediction
    @coffeediction ปีที่แล้ว

    this fixed all my flickering issues, thanks!

  • @VFXValley
    @VFXValley 2 ปีที่แล้ว +6

    Yesss! Your tutorials are the greatest.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Thank you!

    • @jakubjodlowski2768
      @jakubjodlowski2768 2 ปีที่แล้ว +1

      Hands down greatest!

    • @RevolverLee
      @RevolverLee 2 ปีที่แล้ว

      agree, helping the community develop so much. So grateful for all the videos!

  • @4mb127
    @4mb127 2 ปีที่แล้ว

    For some reason it seems TH-cam auto-unsubscribed me. Glad to pick this channel back up from recs.

  • @misteriefantascienza
    @misteriefantascienza 2 ปีที่แล้ว

    Hi William, very good video. I have a question. Have you in program a video about clothing? Would be fantastic for example understand if MetaHuman is ready for use with (for example) Marvelous design or similar software for create cloths. What do you think about?

  • @LeGuenAnthony
    @LeGuenAnthony 2 ปีที่แล้ว

    Awesome tutorial like always ! Enjoy your summer ! :D

  • @Jeffgrigsby1
    @Jeffgrigsby1 2 ปีที่แล้ว

    William, love your videos. When using the translucency material, it is critical to set your Translucency to raytracing from raster in your post process volume, or you are not getting real raytraced, translucent reflections. This controls the behavior and works within the lumen reflection mode, and there is no need to set max glossiness for this. I have seen this taught wrong so many times, make sure you check this, and of course you need a card that supports ray trace reflections. Also note there is a bug that will cause grain in your reflections for objects that have no material assigned to them, if you see grain, it is reflecting something with no shading network assigned.
    keep up the awesome videos,!!!!!

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Hi! Thanks for the kind words. I do showcase that you need to set it from raster to raytracing @1:57. Also, this video is almost a year old, and was made long before lumen even supported translucency. All in all, this is a long-outdated video at this point 😂
      Didn’t know about the grain issue though, gonna test that out!

  • @6FingerGames
    @6FingerGames 2 ปีที่แล้ว

    I learn a lot from you. Thank you for your videos.

  • @slayerboyful
    @slayerboyful 2 ปีที่แล้ว +1

    Hey William, found this really helpful but i was wondering if you could help us figure out how to get better Lumen Reflections in UE5 for mirrors and other reflective surfaces. I Can’t find any help elsewhere.

  • @martinnorlin1739
    @martinnorlin1739 ปีที่แล้ว

    This is awesome. Thank you so much for this. One step further would be to create colored glass - which I found really challenging (thin translucency) especially with raytracing.

    • @WilliamFaucher
      @WilliamFaucher  ปีที่แล้ว +1

      You can simply add a color to the base color :)

    • @martinnorlin1739
      @martinnorlin1739 ปีที่แล้ว

      @@WilliamFaucher oh haha:) I thought I tried that and that it didn't work - but now it did work... silly me!

  • @chidi21
    @chidi21 2 ปีที่แล้ว +1

    Very helpful William thanks 👍🏽

  • @krzysztofbogdanowicz4543
    @krzysztofbogdanowicz4543 2 ปีที่แล้ว

    The best UE4/UE5 channel !!!

  • @ErvinJesse
    @ErvinJesse 2 ปีที่แล้ว

    I never would have know of this new feature if it weren't for your channel.

  • @hunger_legend
    @hunger_legend 2 ปีที่แล้ว +1

    6:33 We can see like shaking light/shadows on the back around the radiator, this happen when Ray tracing is turned on but there is no way to get a better render than that in real time ?
    Amazing tips in this video, thanks a lot !

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Of course there is a way! What you're seeing is actually just low samples of RTX Global Illumination. I never crank up the settings to the max in tutorials because it kills my framerate. But yes you can absolutely get cleaner renders than this :)

  • @robertprescott9577
    @robertprescott9577 2 ปีที่แล้ว

    Great tutorial. Will have to see how it looks using lumen since i dont have an RTX card.

  • @HyperGalaxyEntertainment
    @HyperGalaxyEntertainment 2 ปีที่แล้ว +1

    Thanks for sharing this great update of UE4

  • @TheBigNegative-PhotoChannel
    @TheBigNegative-PhotoChannel 2 ปีที่แล้ว +3

    I've tried the Nvidia raytraced caustic fork. that was pretty impressive. Maybe sometime in the future, we get that in the vanilla build. that would be so cool.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Yeah so have I, it’s amazing!

    • @jackywong4481
      @jackywong4481 2 ปีที่แล้ว +1

      I confess the UI is very ugly and not artist friendly, but it is indeed the most efficient real-time solution where we put the efforts.

    • @NUCLEARARMAMENT
      @NUCLEARARMAMENT 2 ปีที่แล้ว

      I can't even access the nvRTX caustics fork. It has been removed from the github link that points to it!

  • @burningfishproductions4295
    @burningfishproductions4295 2 ปีที่แล้ว

    Thank you for another awesome video. One correction though, 4.26 materials already offer a pin for refraction and you can plug in any refraction value you desire. Obviously you first have to set the blend mode to translucent to make that pin available.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Yes, but the refraction pin, in 4.26, with translucency turned on, doesn't do anything when using *raytracing* specifically. Go ahead and try it. :)

  • @alejandroluto
    @alejandroluto 2 ปีที่แล้ว

    great tuto, as always!! awesome!! and.. ur hair is cool, hehehe!

  • @christopherparks7816
    @christopherparks7816 2 ปีที่แล้ว

    Hey William, I've been loving your tutorials over the last few months. It seems to me that raytracing shadows doesn't really work with Nanite. Do you know if there's any console settings or whatever to fix this? The only thing I've been able to do is to do build the proxy nanite mesh extremely high which obviously makes it run slower. Even then I get the little black splotchy areas where the proxy is casting a shadow onto the nanite mesh.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Well, they do say that Raytracing is somewhat deprecated in UE5, AND ue5 is in early access, so it's going to be buggy in many aspects. I haven't played enough with UE5 yet specifically because it just isn't production-ready at this stage.

  • @zeloshh
    @zeloshh ปีที่แล้ว

    Hi William, thanks for the video, is it possible somehow to increase the specular parameter? The amount of reflections end at the value of 1.0. What should I do if I want to see the reflections more propagated but keep the same opacity of the glass? Is it possible?

  • @lukass2006
    @lukass2006 2 ปีที่แล้ว +3

    I said it once, I'll say it again. this channel is light years beyond all the unreal tutorial content available right now. it looks and feels like a seasoned high budget channel. I really hope this channel grows and has the success it deserves. I'm so happy to have caught this channel so early on. keeep on keeping on!

  • @lancemarchetti8673
    @lancemarchetti8673 2 ปีที่แล้ว

    A huge thanks to Epic team for these finer important details needed in the render coding..beautiful!

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Totally agreed! They are the unsung heroes here.

  • @kggx3
    @kggx3 2 ปีที่แล้ว +1

    Thanks again for showing the hidden stuff!
    Ps: Having the same coffee glas. Makes the coffee at least 2.5 times better :D

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Oh at least! I LOVE these cups, they never get too hot to hold and look fantastic

  • @FaitelTech
    @FaitelTech 2 ปีที่แล้ว +2

    A realtime rendering your full cg model in viewport William is what I’m actually expecting from unreal engine’s graphics :D 1:22

  • @derekheisler2058
    @derekheisler2058 8 หลายเดือนก่อน

    William, big question here: I'm using glass on a car's headlights and it works perfectly, however when I step down the fstop in my camera I'm finding the contents of the headlights go out of focus almost even though that part of the car is in focus. Have you run into this? And if you have, is there a workaround? I can't be the only one that's run into glass issues with DOF. Thanks!

  • @Adrien0000
    @Adrien0000 2 ปีที่แล้ว

    Beast! Thank you for these 😤😁👉🏻

  • @Marc0dagi
    @Marc0dagi ปีที่แล้ว

    How to make windows with raytracing/lumen and refraction with shadows and correct lighting behind them? I made animation some time ago and only solution was turning off refraction by console command and shadows for meshes (maybe something more but I don't remember right now). Generally wasn't bad solution but I had one shot with cross section of window and lack of refraction there was not good. Is it any solution for that or we need to wait for better translucency in future?

  • @dimahh5729
    @dimahh5729 ปีที่แล้ว +1

    Hello im starting to learn unreal engine and buying a new workstation, could you please tell me if an RTX 3070 is enough to produce unreal engine animations with raytracing?? Especially since i want to show good reflections in glass... thank you!

  • @compadrelucas
    @compadrelucas ปีที่แล้ว

    Thank you for this. !!

  • @svivan20
    @svivan20 2 ปีที่แล้ว

    What a beauty! Thanks

  • @JM_3D
    @JM_3D 2 ปีที่แล้ว

    Gotta say - you're rocking the long hair! Thanks for another great video!

  • @PiyushYankee
    @PiyushYankee 2 ปีที่แล้ว

    I always look Foreward to your Awesome In-depth Secrets from Unreal

  • @RmaNYouTube
    @RmaNYouTube 2 ปีที่แล้ว +2

    UE5 has removed the support for Displacement in materials. Could you please make a tutorial on the alternative way to displace objects on a material level? I'm having real trouble displacing landscapes with landscape materials that have displacement maps. what's more, Even quixel blend materials do not support displacement anymore which sucks and I can't make realistic ground like before,

  • @SchnitzelMickey
    @SchnitzelMickey ปีที่แล้ว

    Hi William, first of all great tutorial as always you're a real gem for the community. I am in ue 5.1 and there are some issues I'm facing with ray traced translucency:
    The common shadow of a window so I either switch of cast shadows on the mesh or i switch off cast ray traced shadows in the material itself.
    Then, the exponential heigh fog doesn't seem supported, so for instance if i am in an interior scene looking through the window the fog completely disappears, is there a work around for that or will we have to wait for an update?
    And lastly i have a skylight set up with an HDRI, when I'm in the exterior i have the normal UE sky and i can see the HDRI in reflections as expected but when I am in the interior looking through the glass outside i suddenly see the whole HDRI which in this case is not desired.
    Any info would be great and thank you so much.

    • @WilliamFaucher
      @WilliamFaucher  ปีที่แล้ว

      Hi there!
      Yeah you'll have to turn off shadows for light to shine through the glass, unless you use pathtracing.
      Exponential heightfog works, but it won't cast shadows or have proper godrays unfortunately..
      As for your last point, it's a bit hard to see what you mean in a YT comment, but... what do you mean by you see the whole HDRI? You referring to reflections? If you're trying to do windows with reflections, I would try to stick with Lumen instead of raytraced translucency, I think Lumen does a good enough job nowadays without the hiccups you might encouter with raytraced refractions/reflections.

    • @SchnitzelMickey
      @SchnitzelMickey ปีที่แล้ว

      @@WilliamFaucher Thank you for the quick reply. Regarding the fog I havent got it to work in the sense that: I am inside a house and I have glass windows with ray traced translucency enabled (or rather when i toggle the refraction setting on), and I look out of the window from inside the exponential height fog just disappears. So rather my statement would be ray traced refraction does not work with the fog (or I am doing something wrong) Its giving me such a headache ill probably stick with lumen how you said.
      Regarding the HDRI as a cubemap in the skylight, the reflections are working all fine but again when I am inside the house looing out with raytraced refraction enabled instead of seeing my sky atmosphere, I see the HDRI as if I was using a skydome with an hdri applied (thats what I mean I see the hdri).
      Im so sorry for the lengthy comment, either way keep doing what youre doing really enjoying the content. :DDDDDD

  • @TheAF01
    @TheAF01 2 ปีที่แล้ว

    Awesome, concise and to the point, as usual 👍
    That material tho ... so clean, so few nodes, no fresnel shenanigans, no medium / material operations ... almost hard to believe its true! 😂

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Thank you!
      Haha yeah it's not perfect yet, having control over how frosted the glass can by via roughness would be amazing, and having caustics will really take this to the next level as well! Fingers crossed

  • @ShowHall
    @ShowHall 2 ปีที่แล้ว

    very useful 👍

  • @LHITShappy
    @LHITShappy 2 ปีที่แล้ว

    Thanks for the video, I'm now having better understanding of how translucency materials work in UE. However, one thing that's been bugging me is the shadow that's being casted by a translucency object. I'm using UE5.01 btw, I'm also a complete noob when it comes to vfx and 3d software. The problem is that with RT shadow on, all translucency objects cast standard shadows and there's no light in the shadow just in complete shade, I did have Volumetric Translucent Shadow turned on. However, if I disable RT shadow just using standard CSM or virtual SM, then I can see translucency shadows being casted, but then I lose the benefit of RT shadow which I think looks and works the best in most scenarios, especially in scenes with a lot of trees where both CSM and virtual SM could kill the framerate.

    • @dominikgomoka8541
      @dominikgomoka8541 ปีที่แล้ว

      I'm struggling with literally same issue in UE 5.02 right this moment and came back to this video to look for help - my interior does not recieve any light from outside through window when ray traced shadows are on. I'm new in unreal so now i'm trying various options in project settings / post proces volume and tweaking the material properties, but only RT shadows seem to make any difference so far. Did you manage to solve your problem? Any tips?

  • @rudolfvorster3100
    @rudolfvorster3100 2 ปีที่แล้ว

    Amazing vids, subbed. Learning UE, thanks for the help. A question about UE5, when I enable translucency in the post process volume it overwrites the behavior of non-translucent materials. For instance if I disable shadows from translucency, all shadows disappear even from opaque materials. Are these just growing pains from UE5 or am I missing something?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Thank you, and welcome to the community!
      Hmm I haven't been playing with UE5 all that much yet so I haven't experienced that specific issue. Thanks for letting me know and I'll look into this whenever I can! Might even poke the devs at Epic about this ;)

    • @rudolfvorster3100
      @rudolfvorster3100 2 ปีที่แล้ว

      @@WilliamFaucher Epicness, no pun intended. If it helps I am using Lumen for GI and Raytracing for reflections which is working well but translucency set to raytracing takes over as mentioned. Thanks for the welcome and reply.

  • @TheSSector5
    @TheSSector5 2 ปีที่แล้ว

    Hey William! Great video!
    Can you do one for ray traced Arc Viz glass?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      I'm not sure what you mean by Archviz glass...? Glass is glass, is it not?

  • @Minetech2001
    @Minetech2001 2 ปีที่แล้ว

    Yay! Finally some new ray tracing updates!!

  • @LamNguyen-gm8bi
    @LamNguyen-gm8bi 2 ปีที่แล้ว

    thanks for these useful tips

  • @paymansalehishafa6884
    @paymansalehishafa6884 2 ปีที่แล้ว

    I'd like to know more about Fresnel and why it's not being used. Is Fresnel already being taken into account automatically?

  • @arashcgi7789
    @arashcgi7789 ปีที่แล้ว

    Hi William, I hope you are doing well. first of all you are amazing. and my problem is I don't know why my translucent material is not focusable. I searched a lot and tried so many things such as changing "render after DOF" to "render before DOF" or "render after motion blur" none of them seem to be working. plz help😢

  • @jalpranjal
    @jalpranjal 2 ปีที่แล้ว

    You are such a good teacher.

  • @hemanthkumar4448
    @hemanthkumar4448 2 ปีที่แล้ว

    Hey William , Thank you for your amazing videos, Could you please make complete path tracing and rendering pathtracing scenes in movie render queue in UE4.27. It would be so helpful.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Thanks! I wont be doing so until 4.27 is officially released as to avoid bugs/issues/changes.

  • @triMirrorTV
    @triMirrorTV 2 ปีที่แล้ว +1

    Hi William, thanks so much for you great tutorials! I'm trying to reproduce it and the shadow is there but it doesn't change with the object opacity. Even if the object's opacity is equal to zero, the shadow is still there. Do you know if that's as good as it gets for now or am I missing something?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +2

      That's as good as it gets for now unfortunately.

    • @triMirrorTV
      @triMirrorTV 2 ปีที่แล้ว

      @@WilliamFaucher all right! Thanks so much, William!

  • @punchatz
    @punchatz 2 ปีที่แล้ว

    Hey William, awesome work here!! I am directing/supervising a commercial spot that could use quite a few of the features from 4.7. How stable is it? Would you take a big project into 4.7 at this point? The job has lots of hair and a bit of glass. Thanks for your insight!

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      4.7? Is that a typo and you meant 4.27? Right now it's just a preview build, it's not ready for production yet. I'd wait for the full release. But once that is out, you can migrate your 4.26 project to 4.27 without any issues.

    • @punchatz
      @punchatz 2 ปีที่แล้ว

      @@WilliamFaucher yes that was a typo (or brain fart) … I know it is a preview build, But it seems to have some fixes that might solve some issues we are running into.
      Thanks for your input!

  • @dongraparesh
    @dongraparesh 2 ปีที่แล้ว

    thanks you so much sir

  • @sweedpepper
    @sweedpepper 2 ปีที่แล้ว

    Hello, Someone help?, Why when I turn translucency to ray tracing in UE 5 all ray tracing reflection are gone, what I do something wrong?

  • @gameswownow7213
    @gameswownow7213 2 ปีที่แล้ว

    if i didn't select raytracing when i made my project, can i activate it from inside the project to work with it?

  • @RmaNYouTube
    @RmaNYouTube 2 ปีที่แล้ว

    It's really weird they have not bragged about this really game changing feature, thanks for bringing it up to the attention.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      I know, right? I too was confused about that!

  • @stratchevelle
    @stratchevelle 2 ปีที่แล้ว

    THANK YOU! Finally glass makes sense again

  • @aweidenhammer
    @aweidenhammer 2 ปีที่แล้ว +1

    Awesome!

  • @poyodiazmusic
    @poyodiazmusic 2 ปีที่แล้ว

    first !great tutorial again dude, thanks a lot. While I enable ray tracing translucency my whole scene reflections become a lot noisy on viewport (static like) I have a 3060 do you think is because my GPU is not so powerfull? any setting i can tweak to fix this ?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      I made a new video this week about common issues in UE5, check that out, it’ll answer your question I hope! It’s not a problem with your GPU!

    • @poyodiazmusic
      @poyodiazmusic 2 ปีที่แล้ว

      @@WilliamFaucher thanks alot
      ill check it out!

  • @tetorela
    @tetorela 9 หลายเดือนก่อน

    Does this still work in 5.2? seems that Refraction is disabled when set to Blend mode Translucent and Shading model Default lit...or am I missing something?

  • @danielefrontini6204
    @danielefrontini6204 2 ปีที่แล้ว

    Thanks a lot!!

  • @Staydiie
    @Staydiie หลายเดือนก่อน

    Hi William.
    I have a problem and I hope you can help me
    When the distance of the camera from objects such as a glass increases, the glass disappears. what is the solution?

  • @drekenproductions
    @drekenproductions 2 ปีที่แล้ว +2

    legendary as always

  • @wojciechpachocki2944
    @wojciechpachocki2944 2 ปีที่แล้ว

    Does it mean you now get realistic/soft shadow casted by glass sphere, from sunlight (directional) too? (In 4.27 Prev2?). I remember they were looking like casted by opaque object a few weeks ago..
    This interior demo scene seems to be using some more complicated lighting structure... (Need to dive into it for reverse-engineering).

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Nope, this works with soft lighting too. The interior demo doesn't use any complicated lighting at all.

  • @mikhailbo8540
    @mikhailbo8540 2 ปีที่แล้ว

    Thank you for your great tutorials. I didn't work with Unreal for four years. And I'm planning back to use it soon. So I have a question - what about ray traced caustics? Is it possible in UE 4.27 or in 5?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      No caustics for now, but, Nvidia has their own custom build of UE4 you can compile yourself for caustics!

    • @mikhailbo8540
      @mikhailbo8540 2 ปีที่แล้ว

      @@WilliamFaucher Thanks a lot. I didn't know about Nvidia custom branch for UE. I will try it on my RTX 3070.

  • @stefevr
    @stefevr 2 ปีที่แล้ว

    Thanks so much for this! Glad they removed that specular affected refraction, that made no sense. Little thing I enjoy doing is putting a fresnel into the alpha of a lerp, plugged into the opacity. That way i can have opacity min and max, dependant on the angle and works nicely to fake some thickness to the glass

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Yeah that's a great tip! I was going to go into making a more complex material like that with fresnel nodes but opted to keep it simple and short for the time being.

    • @stefevr
      @stefevr 2 ปีที่แล้ว

      @@WilliamFaucher Makes a lot of sense! Your lessons are really amazing and I'm glad you're sharing your knowledge with us

  • @mecherodriguez5114
    @mecherodriguez5114 2 ปีที่แล้ว

    Greetings, always very nice and educational or tutorials, I have been experimenting with NvRTX, DLSS, Denoiser, but I cannot activate or see the caustics, the parameter does not appear in the post-processing volume and in unreal 5, I have no idea how to do it. could you guide me? Thanks in advance

  • @chuanzhou6103
    @chuanzhou6103 2 ปีที่แล้ว

    The strange black shadow may be caused by “Lower Hemisphere Is Solid Color” in the SkyLight

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      There is no skylight in this scene. The blacks in the glass are simply due to the amount of refraction rays cast.

  • @ruqtkima7918
    @ruqtkima7918 2 ปีที่แล้ว

    Is there a way to hide certain object from reflections?

  • @KaustavMajumder
    @KaustavMajumder 2 ปีที่แล้ว

    I came across a small problem regarding ray traced translucency. Say for example you have Ray Traced window panes, glass doors, etc. and you also have translucent particle effects such as gun flares, and explosions, (including the starter content default explosion), the Particle FX totally disappear when I enable ray traced translucency. Any thoughts regarding this? Could you kindly verify or tell me if I'm doing anything wrong?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Makes sense because RTX changes the way translucency works. I don't have a solution for you though since i haven't played with the FX stuff much.

  • @SellusionStar
    @SellusionStar 2 ปีที่แล้ว

    William, how are you so charismatic? Thanks for the 1:1.5=0.66 info. That one boggled me for years.

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      Hahah thank you! It's super weird yeah, in 4.26 and earlier, you had to divide the IOR of air, which is 1, then divide that by your desired IOR. So, 1 ÷ 1.5 = 0.66. But... that's not a very intuitive way to work. I'm glad they fixed it in 4.27

    • @SellusionStar
      @SellusionStar 2 ปีที่แล้ว

      @@WilliamFaucher One had to know this at least.. :D

  • @estate0007
    @estate0007 2 ปีที่แล้ว

    Hey, thanks for your great tutorials, this is really valuable content for me!
    I created this glass material, which works perfectly in UE4.27 (the best translucent windows for my ArchViz I ever have been able to make in any UE version), but unfortunately, if I render a movie of the scene, the glass material looks really dull and boring and without the beautiful reflections I have seen in the viewport. Does anyone have an idea why it isn't rendered correctly for the video?

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว

      Wow really, that's odd! I'd have to give it a try! I haven't experienced that before.

  • @davesturchcgi
    @davesturchcgi 2 ปีที่แล้ว +1

    I noticed in 4.27 the specular no longer controlled ior. Thought I was tripping but seeing this has put my mind at ease 🤣

    • @WilliamFaucher
      @WilliamFaucher  2 ปีที่แล้ว +1

      I thought they had totally broken translucency when I couldn't get it looking right! Thankfully the devs at Epic were able to help me out.

    • @davesturchcgi
      @davesturchcgi 2 ปีที่แล้ว

      And you helped me out so thanks again 😊