I know this is a 2 year old video but for those using UE5 here is a thing I ran into and how I managed to get it to work. At the point where he shows the sparkling effect from the noise early on. The black and white version, I did not have that. It was just the straight up black and white version (mostly white) of the noise texture input. What I had to do was change the subtract after the texture to something much closer to 1. I subtracted 0.85 or 0.9 to get a similar effect to what was showing here.
If you're getting a flat texture, enable temporal AA in project settings>rendering, also if you'd like a glittery effect without moving it apply a panner after texture coordinates and set the speedX to 1.
Hey, Bryan. Thanks for this amazing knowledge! The comments really help understanding more about these nodes I see here and there. But still on my way to understand them fully. Best Wishes!
You will get there, bud! Feel free to reach out to me with any questions you have! I'd be happy to help you in any way that I can :) and be sure to like and subscribe 😊
Brilliant, thank you. I stumbled upon this one while researching for intentionally getting RedEngine aa shimmering effect on metals. If used quite subtly this effect can be very flexible and "effective" pun intended. :D
Really beautiful!! … i tried to make it work on the landscape surface. It only glitters at the bottom end of the screen. The rest looks +/- like the edges of the sphere (in the tutorial) would be very thankful for tips! Cheers
This is great. Thanks for making the tutorial. I too am getting the flat look. I changed the subtract to .85 and still no luck. Any fix for UE5.3? Thanks again! nice work. My proj has the correct TAA setting.
Hello, thank you for the tutorial! I wonder why the material doesn't come out in the level editor though. I don't think I have missed something during the tutorial..
Hi Jovita! Sorry to hear the tutorial isnt working for you in the level editor. Can you send me a message on twitter and we can chat about what it is you are seeing twitter.com/letsmakefx
Great tutorial! How easy would it be to make this into a glittery fabric like material/sequin material? I’m thinking of making sparkling clothes for my university project!
There's no reason why it wouldn't work. I made this work on a faceted/triangulated diamond model with a baked world space texture map in maya instead of the noise map. You can reuse the normal map instead of clouds as it's just intended to break up the surface a bit. Procedural sequin maps can be obtained from the trial version of filterforge.
I did everything exactly like in the video but it's not working. If I connect the dot product result into emissive color, nothing shows up, so it seems the problem is somewhere before that point. (The noise texture is displaying properly if I hook it straight into emissive, and I did set the transform from camera space to world space) Any ideas?
I have the same problem, the effect is flat and I also checked the temporal AA setting mentioned in another comment. I wonder if it's something related to UE4 vs UE5
Desperately want this to work. Dunno why working in UE5 would make a difference, but it is not working. Followed steps exactly, remade texture as accurately as possible. It only works from a certain rotation
i am getting this in ue5 as well. i have to zoom in really close to see the sparkles, and even turning the camera and turning back makes them disappear.
Thanks for sharing!. I have 2 issues I was hoping you could address. The first is how to make the shader dependent on the sun(directional light in your scene) direction? Also if used on a landscape the effect seems to disappear beyond a few metres from the camera. Would you know why?
Great questions, Jim! I answered them for you already, correct? Either way, The light direction can be passed into the material via material parameter collection. There are tutorials on how to do this on youtube. As for your question about the landscape and the camera, this effect is camera view dependent. If the pixels far away arent in view of the camera the effect would disappear. Its the intented behavior. Let me know if that helps! Follow up with me on Discord discord.gg/6b4ZhBfwn8
Good questions! Actually, I tested with and without when making the tutorial, and though it seems uneccessary, it felt like more vectors from Camera Position seemed to align (dot prod comparison) to Absolute World Position when the transform was added. Without it, there was a lower quadrant of the mesh that at a specific camera angle (low and at an angle) would not show sparkles. I just never did the leg work to find out why lol. Definitely something to go back and look at. Good call!
I have tried this with diamonds and fabric and it works well but with one down side. Going into dark areas just makes it obvious that it's just luminosity like what you see on character suits in sci fi games. Is there any node that would tone it down dependent on the lighting strength?
Yes Cee! I know what you mean. The way around it is to not rely so heavily on emissive. Emissive is pseudo “light emitting”. The intention is to appear self illuminated. So really the material is doing it’s job in those dark areas lol. To solve this, instead of putting your sparkles into emissive, add them to base color. This will make your effect immediately less bright, but if your shader is default lit, it will respect the lighting. You can get some of that brightness back by adding a little glitter back to the emissive, but not too bright, or you’ll be back where you started. Also, you can use post process volumes to change the bloom intensity in certain areas of your game, so you can tone down the brightness inside a cave as opposed to a well lit valley. I hope that helps!
Im not sure what you mean by "in my content" but you can generate it yourself. I made a post about this on twitter a while back twitter.com/letsmakefx/status/1463581401815552003?s=20
Awesome video and material effect! I'm using this tutorial to make a custom skateboard material in the game "Session" - a super mod friendly (and encouraged) skateboarding game for PC built in UE. I'm running into an issue where the material I generate in UE editor looks completely different than when it's in game. In UE editor, it looks like a beautiful shimmering gold material that shimmers dynamically based on light angle, but in game.. the material just blooms with a blinding light regardless of light angle or day/night lighting. I'm sure there is a multitude of reasons for this, and I'm sure you're not familiar with how that game's blueprint functions.. just curious how the material in the editor could look so drastically different when used in a UE based game.
I’m so glad to hear the tutorial is actually being used for something awesome like that. I’d love to see how it came out. Hit me up on Twitter @letsmakefx!
@@letsmakefx Couldn't get the sparkle effect to work in the game.. it basically just turned my board into a flash light lol.. looked sweet in the unreal engine proper, but unfortunately, once in game it just illuminated the whole thing and im too much of a n00b to figure out why..
Its probably a lighting issue. You probably need a post processing volume to control the bloom in your scene. Let me know if that helps. Send me a message in our Discord discord.gg/6b4ZhBfwn8
I respect your opinion, but you can modify the shader to work that way. Just change the code to use the light vector instead of the camera vector and you're there. Also, It isnt intended to be the definitive glitter shader, just one take on the subject that people can learn from :)
I know this is a 2 year old video but for those using UE5 here is a thing I ran into and how I managed to get it to work.
At the point where he shows the sparkling effect from the noise early on. The black and white version, I did not have that. It was just the straight up black and white version (mostly white) of the noise texture input.
What I had to do was change the subtract after the texture to something much closer to 1. I subtracted 0.85 or 0.9 to get a similar effect to what was showing here.
THANK YOU!
u r my hero
If you're getting a flat texture, enable temporal AA in project settings>rendering, also if you'd like a glittery effect without moving it apply a panner after texture coordinates and set the speedX to 1.
Thank you for contributing to the conversation, Georgino! Don’t forget to like and subscribe!
Hey, Bryan.
Thanks for this amazing knowledge!
The comments really help understanding more about these nodes I see here and there.
But still on my way to understand them fully.
Best Wishes!
You will get there, bud! Feel free to reach out to me with any questions you have! I'd be happy to help you in any way that I can :) and be sure to like and subscribe 😊
Thanks ! I was trying to recreate the snow from Overwatch, with these little sparkles in it.
Looks great thanks to you :)
You're welcome 😊
Brilliant, thank you. I stumbled upon this one while researching for intentionally getting RedEngine aa shimmering effect on metals. If used quite subtly this effect can be very flexible and "effective" pun intended. :D
Glad it was helpful! Don’t forget to like and subscribe, it helps out a lot 🙏
thanks alot man this helps
Awesome! I’m so glad you got something out of it! Don’t forget to like and subscribe, and thank you for the support 🙏
thanks man. Need this for my game. Helped me out!
Appreciate this vid man!
Glad it was helpful!
Really beautiful!! … i tried to make it work on the landscape surface. It only glitters at the bottom end of the screen. The rest looks +/- like the edges of the sphere (in the tutorial) would be very thankful for tips! Cheers
This is great. Thanks for making the tutorial. I too am getting the flat look. I changed the subtract to .85 and still no luck. Any fix for UE5.3? Thanks again! nice work. My proj has the correct TAA setting.
Great, but you're sparkles result in high variance, which in turn tells TAA to reject the pixel and you get the flickering. How to make it stable?
Hello, thank you for the tutorial! I wonder why the material doesn't come out in the level editor though. I don't think I have missed something during the tutorial..
Hi Jovita! Sorry to hear the tutorial isnt working for you in the level editor. Can you send me a message on twitter and we can chat about what it is you are seeing twitter.com/letsmakefx
Great tutorial! How easy would it be to make this into a glittery fabric like material/sequin material? I’m thinking of making sparkling clothes for my university project!
There's no reason why it wouldn't work. I made this work on a faceted/triangulated diamond model with a baked world space texture map in maya instead of the noise map. You can reuse the normal map instead of clouds as it's just intended to break up the surface a bit. Procedural sequin maps can be obtained from the trial version of filterforge.
Cee is right, Jack! This can be used on anything! Don’t forget to like and subscribe, and best of luck on your project!
I did everything exactly like in the video but it's not working. If I connect the dot product result into emissive color, nothing shows up, so it seems the problem is somewhere before that point. (The noise texture is displaying properly if I hook it straight into emissive, and I did set the transform from camera space to world space) Any ideas?
I have the same problem, the effect is flat and I also checked the temporal AA setting mentioned in another comment. I wonder if it's something related to UE4 vs UE5
Desperately want this to work. Dunno why working in UE5 would make a difference, but it is not working. Followed steps exactly, remade texture as accurately as possible. It only works from a certain rotation
i am getting this in ue5 as well. i have to zoom in really close to see the sparkles, and even turning the camera and turning back makes them disappear.
Thanks for sharing!. I have 2 issues I was hoping you could address. The first is how to make the shader dependent on the sun(directional light in your scene) direction?
Also if used on a landscape the effect seems to disappear beyond a few metres from the camera. Would you know why?
Great questions, Jim! I answered them for you already, correct? Either way, The light direction can be passed into the material via material parameter collection. There are tutorials on how to do this on youtube. As for your question about the landscape and the camera, this effect is camera view dependent. If the pixels far away arent in view of the camera the effect would disappear. Its the intented behavior. Let me know if that helps!
Follow up with me on Discord discord.gg/6b4ZhBfwn8
Wow.....Thank You
No problem! Glad you liked it! For more cool tips like this make sure to like and subscribe and join our Discord :)
-1 * vec yields the inverse of a vector, not 1 minus
Great job !! ! !! !!! Could you share your texture ? i think this texture should have different RGB channel
Here's a twitter post just for you @Weird Tech Research twitter.com/letsmakefx/status/1463581401815552003
If you enjoyed this video, don’t forget to like and subscribe! It’s helps us a lot.
I think camera position is world space, no need to transformvector?
I was getting different results when I transformed. Im still not sure why, though. I will investigate, but I agree I shouldnt have to transform.
@@letsmakefx Something strange happened! LOL~
So good :-)!
Thanks, Fay!! Make sure to like and subscribe for me! Thanks 🙏
Culd this be use for sand or sugar like a glimmer effect?
great work! be confused about the CameraPosition , it is already in worldSpace,why still transfom it into worldSpace by TransfromNode?
Good questions! Actually, I tested with and without when making the tutorial, and though it seems uneccessary, it felt like more vectors from Camera Position seemed to align (dot prod comparison) to Absolute World Position when the transform was added. Without it, there was a lower quadrant of the mesh that at a specific camera angle (low and at an angle) would not show sparkles. I just never did the leg work to find out why lol. Definitely something to go back and look at. Good call!
@@letsmakefx Seems to be caused by the sparkle subtract for some reason
Great find, dbzandrs2! Thanks for tracking down the issue. Don’t forget to like and subscribe if you enjoyed the video 😊
If i wanted more colors of sparkles, can anyone tell me how would i mix that?
I have tried this with diamonds and fabric and it works well but with one down side. Going into dark areas just makes it obvious that it's just luminosity like what you see on character suits in sci fi games. Is there any node that would tone it down dependent on the lighting strength?
Yes Cee! I know what you mean. The way around it is to not rely so heavily on emissive. Emissive is pseudo “light emitting”. The intention is to appear self illuminated. So really the material is doing it’s job in those dark areas lol.
To solve this, instead of putting your sparkles into emissive, add them to base color. This will make your effect immediately less bright, but if your shader is default lit, it will respect the lighting. You can get some of that brightness back by adding a little glitter back to the emissive, but not too bright, or you’ll be back where you started.
Also, you can use post process volumes to change the bloom intensity in certain areas of your game, so you can tone down the brightness inside a cave as opposed to a well lit valley. I hope that helps!
cant seem to find the SparkleNoise_01 texture anywhere in my content, where can i get it from?
Im not sure what you mean by "in my content" but you can generate it yourself. I made a post about this on twitter a while back twitter.com/letsmakefx/status/1463581401815552003?s=20
Awesome video and material effect!
I'm using this tutorial to make a custom skateboard material in the game "Session" - a super mod friendly (and encouraged) skateboarding game for PC built in UE.
I'm running into an issue where the material I generate in UE editor looks completely different than when it's in game.
In UE editor, it looks like a beautiful shimmering gold material that shimmers dynamically based on light angle, but in game.. the material just blooms with a blinding light regardless of light angle or day/night lighting.
I'm sure there is a multitude of reasons for this, and I'm sure you're not familiar with how that game's blueprint functions.. just curious how the material in the editor could look so drastically different when used in a UE based game.
seems that when I set my Sparkle_Strength setting to anything above 0, my skateboard becomes solid white (in bright and dark lighting).
I’m so glad to hear the tutorial is actually being used for something awesome like that. I’d love to see how it came out. Hit me up on Twitter @letsmakefx!
@@letsmakefx Couldn't get the sparkle effect to work in the game.. it basically just turned my board into a flash light lol..
looked sweet in the unreal engine proper, but unfortunately, once in game it just illuminated the whole thing and im too much of a n00b to figure out why..
Its probably a lighting issue. You probably need a post processing volume to control the bloom in your scene. Let me know if that helps. Send me a message in our Discord discord.gg/6b4ZhBfwn8
Hmm. this is not a true glitter material, it should only appear when the light source reflects on it..
I respect your opinion, but you can modify the shader to work that way. Just change the code to use the light vector instead of the camera vector and you're there. Also, It isnt intended to be the definitive glitter shader, just one take on the subject that people can learn from :)