Your tutorial are always amazing! I have a question: why did you choose to go this way instead of using the SingleLayerWater in Shading Model? My proposal for next week: tiny waves where water hits the rocks. Actually I tried to do it by myself using the nodes Distance to nearest surface and sine... but I'm not happy of what I ended up with 🙂 Thank you Ben, you are absolutely the best for shaders!
How about underwater blur? Sometimes, the objects under the surface seem blurry due to water being dirty, or cold. Do you think there is a way to do that with/without a substrate material?
Pretty neat. One issue: At 15:10 you can see that the wave action is creating some strange-looking occlusion on the rock to the left. I guess this is just a matter of dialing down the transition. Maybe next week we can look at directional waves to reduce the "bath-tub" like slosh of the water?
Would be cool to see how you could get the water to interact with other objects like changing the wetness/roughness value over time based on the water animation.
This is great! One thing I don't understand is what the camera position Z does in the depth calculation -- after subtracting 1 you multiply it's inversion in then add it to the result?
i'm still catching up but how would we solve the issue a fixed opacity to depth. when i move my camera closer i lose opacity when i feel like at a certain point i would still be able to see a certain amount of a rock right under the surface of the water. btw i was able to get all of the refraction and chromatic aberration working in unreal like you have set up with unity. why no depth softness in unity though. in unreal i just plugged it in to opacity at least for the mesh intersecting with other geo.
Great tutorial, followed through the whole series! Really liked the approach with sampling Scene and Pixel Depths However, by including the camera into the equasion we get inconsistent opacity results. For example, the further away the camera is, the more transparent the water becomes, which is not great. Additionally, if you ever have your water below the floor grid, the whole thing just turnes opaque. My solution is to simply substract Pixel Depth from the Scene Depth amd divide that by whatever depth value you want (2 meters in this case). This makes the Depth gradient consistent
That method works well too, and I've used it. But it also has drawbacks. I'll keep working on this and see if I can find something that doesn't exhibit the issues you described.
Would it be possible to add refraction to the depth fog as well? There looks like there is a static silhouette of the objects under the water from the depth fog when the refracted scene color flows away from its original position. Awesome tutorial by the way!
Very cool! Curious to hear if there's a difference between the depth fade node, and the calculation you did to get the water depth. They appear to do the same thing.
Depth fade measures the distance from the water surface to the mesh behind it in the direction of the camera vector. My depth is measuring that length in the down direction instead of the camera direction.
I have a question about previous videos of this water shader, How can i make the gerstner waves seamless when i duplicate planes? I tried a few ways in my mind but i couldn't achieve it
Yes, you can make two color parameters and lerp between them based on the water depth value that you calculate. Then just plug the result into the Base Color input port on the Master Stack/Root node.
in unreal 5, is there a reason you dont use "Named Reroutes"? it would allow you to have a much cleaner and more readable material. also it would allow you to spread you nodes out since you can reuse the reroute over and over instead of using lines. When I use materials I use Name Reroutes in place of functions.
Great Tutorial as always, I didn't understand how and why the subtract by 1 and multiply by -1 are done, but while I was testing to figure out, I noticed that if the camera is in -Z position the effect doesn't work, even if the water itself below the camera I this an issue you will fix in future videos or in the game industry it's a standard that nothing is positioned in negative locations?
Not relevant to this video but more of a request. Would you be interested in making Advanced Materials for any of the following. Blackhole Lava Sky Dome / Plasma/ Clouds / Space Nebula Kuwahara Post Process Portal Effects
Man, I love how you teach. Thank you so much. This tutorial will be very useful to me.
Your tutorial are always amazing!
I have a question: why did you choose to go this way instead of using the SingleLayerWater in Shading Model?
My proposal for next week: tiny waves where water hits the rocks. Actually I tried to do it by myself using the nodes Distance to nearest surface and sine... but I'm not happy of what I ended up with 🙂
Thank you Ben, you are absolutely the best for shaders!
You're back! Glad that you haven't stopped!
How about underwater blur? Sometimes, the objects under the surface seem blurry due to water being dirty, or cold. Do you think there is a way to do that with/without a substrate material?
Pretty neat. One issue:
At 15:10 you can see that the wave action is creating some strange-looking occlusion on the rock to the left. I guess this is just a matter of dialing down the transition.
Maybe next week we can look at directional waves to reduce the "bath-tub" like slosh of the water?
Would be cool to see how you could get the water to interact with other objects like changing the wetness/roughness value over time based on the water animation.
This is great! One thing I don't understand is what the camera position Z does in the depth calculation -- after subtracting 1 you multiply it's inversion in then add it to the result?
i'm still catching up but how would we solve the issue a fixed opacity to depth. when i move my camera closer i lose opacity when i feel like at a certain point i would still be able to see a certain amount of a rock right under the surface of the water.
btw i was able to get all of the refraction and chromatic aberration working in unreal like you have set up with unity. why no depth softness in unity though. in unreal i just plugged it in to opacity at least for the mesh intersecting with other geo.
awesome stuıff!one thing tho. i really don't understand why multiply or subtract stuff and you don't seem to explain it.
Great tutorial, followed through the whole series! Really liked the approach with sampling Scene and Pixel Depths
However, by including the camera into the equasion we get inconsistent opacity results. For example, the further away the camera is, the more transparent the water becomes, which is not great. Additionally, if you ever have your water below the floor grid, the whole thing just turnes opaque. My solution is to simply substract Pixel Depth from the Scene Depth amd divide that by whatever depth value you want (2 meters in this case). This makes the Depth gradient consistent
That method works well too, and I've used it. But it also has drawbacks. I'll keep working on this and see if I can find something that doesn't exhibit the issues you described.
Would it be possible to add refraction to the depth fog as well?
There looks like there is a static silhouette of the objects under the water from the depth fog when the refracted scene color flows away from its original position.
Awesome tutorial by the way!
Yes, I forgot about that. I'll fix it in the next video.
Very cool! Curious to hear if there's a difference between the depth fade node, and the calculation you did to get the water depth. They appear to do the same thing.
Depth fade measures the distance from the water surface to the mesh behind it in the direction of the camera vector. My depth is measuring that length in the down direction instead of the camera direction.
Ah I missed that. Thanks! @@BenCloward
I have a question about previous videos of this water shader, How can i make the gerstner waves seamless when i duplicate planes? I tried a few ways in my mind but i couldn't achieve it
could this be used to make a simpler volumetric shader? for example if I want to make arbitrary shaped object look like it's filled with smoke.
Great Tut!. Have been following your videos for some time now and its very detailed.
Any plans to do a tutorial on beach waves with foam?
Great Tutorial Ben. I loke the idea of the surface foam for the next vid. will this be based on interpenetrating geo eg. a ring around the rocks?
awesome as usual
Is there a way to add a opacity color (like blue, green) to simulate the water blue depth (swimming pool, lakes, rivers, ocean)
Yes, you can make two color parameters and lerp between them based on the water depth value that you calculate. Then just plug the result into the Base Color input port on the Master Stack/Root node.
in unreal 5, is there a reason you dont use "Named Reroutes"? it would allow you to have a much cleaner and more readable material. also it would allow you to spread you nodes out since you can reuse the reroute over and over instead of using lines.
When I use materials I use Name Reroutes in place of functions.
Named reroutes are great. I'm just not in the habit of using them. That's really the only reason.
In moving water, around the rocks the water gets a little turbulent and foamy, that may be nice to have.
Great Tutorial as always, I didn't understand how and why the subtract by 1 and multiply by -1 are done, but while I was testing to figure out, I noticed that if the camera is in -Z position the effect doesn't work, even if the water itself below the camera
I this an issue you will fix in future videos or in the game industry it's a standard that nothing is positioned in negative locations?
if you find out please let me know too, in the comments.
Great,Thank you so much!!! hope to learn SSR reflection~
Great tutorial
Water is life
You know what would be cool, if the parts of the boulders close to the water had low roughness as well.
preetty good
Impressive, this makes me wonder how Sea of Thieves makes their water, there is not enough info on this, i guess it is called tessendorf simulation.
What...? There is a lot of info on how they do it. They have done multiple lectures on it.
Not relevant to this video but more of a request.
Would you be interested in making Advanced Materials for any of the following.
Blackhole
Lava
Sky Dome / Plasma/ Clouds / Space Nebula
Kuwahara Post Process
Portal Effects