If you use "bro" to communicate your among the wrong people.
@fv4202x2 ай бұрын
@@frumpeting why
@SwingPoynt Жыл бұрын
I've been watching your Beginner Series and I'm overjoyed to see you still uploading and on advanced topics. You really are a gem to the community.
@okynomy76816 ай бұрын
Hi! This is exactly what I was looking for!!! Thank you so much! For Unreal 5.3 the Object Local Bonds node (wich is now of color red) is slightly different, here's how I connected this node: "Extents" to Divide B and "Min" to Subtract B
@raptoreagle2000 Жыл бұрын
The “Object local bounds” in your material node graph doesn’t seem to be in ue5.3. Is there a walk around? Thanks
@4lifescrea Жыл бұрын
Hey, create " local position " node. Click it then change its material function to " object local bounds ".
@RainsalotProductions Жыл бұрын
@@4lifescrea Ben needs to pin this
@xylvnking9 ай бұрын
thanks! @@4lifescrea
@senseoffender96556 ай бұрын
@@4lifescrea Thank you!
@andreoshea2832 ай бұрын
@@4lifescrea Life saver fr
@jihadrouani5525 Жыл бұрын
I saw "local" and "fog" in the same sentence in YT notification, that was all I had to see to drop everything I've in hand and watch this, I've no doubt it'll be another super awesome video, thanks as always =]
@brso575123 күн бұрын
In UE5.4, it seems that, you could replace the 2 local + substract + divide by function "boundingBoxBased_0-1_UVW"
@LordsDard Жыл бұрын
Finally local fog! Thank you Ben!
@justinjacotdeboinod5464 Жыл бұрын
Awesome tutorial as usual Ben. There really isn’t a ton of great ones out there. I’m hoping you continue this as a series and add shadows and show us ways it could swirl around objects in the environment. Epic showed off some of that in a long chat, but they didn’t go in depth on how to implement. Good stuff as usual!
@Flexistentialist Жыл бұрын
Thank you for the knowledge.
@rafaelserralheiro3d7 ай бұрын
Amazing work Ben :D! In 5.3 the Object Local Bound node is different but here is the code to the one Ben is using in his video. Just copy the code and paste it on your node graph: ---------- Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name="MaterialGraphNode_0" ExportPath=/Script/UnrealEd.MaterialGraphNode'"/Engine/Transient.SHaderTest:MaterialGraph_0.MaterialGraphNode_0"' Begin Object Class=/Script/Engine.MaterialExpressionMaterialFunctionCall Name="MaterialExpressionMaterialFunctionCall_0" ExportPath=/Script/Engine.MaterialExpressionMaterialFunctionCall'"/Engine/Transient.SHaderTest:MaterialGraph_0.MaterialGraphNode_0.MaterialExpressionMaterialFunctionCall_0"' End Object Begin Object Name="MaterialExpressionMaterialFunctionCall_0" ExportPath=/Script/Engine.MaterialExpressionMaterialFunctionCall'"/Engine/Transient.SHaderTest:MaterialGraph_0.MaterialGraphNode_0.MaterialExpressionMaterialFunctionCall_0"' MaterialFunction=/Script/Engine.MaterialFunction'"/Engine/Functions/Engine_MaterialFunctions02/ObjectLocalBounds.ObjectLocalBounds"' FunctionOutputs(0)=(ExpressionOutputId=313C7572466CA27A23CDA3B4154F2316,Output=(OutputName="Local Bounds Minimum")) FunctionOutputs(1)=(ExpressionOutputId=84309F4A40C6E678F1735DBB1536E381,Output=(OutputName="Local Bounds Max")) FunctionOutputs(2)=(ExpressionOutputId=B7B642B942F53C15A85B7A8DF1654AF9,Output=(OutputName="Local Bounds Size")) MaterialExpressionEditorX=-627 MaterialExpressionEditorY=-10 MaterialExpressionGuid=9BB9686F4F65D63E7CCAF0A1CF0E129A Material=/Script/UnrealEd.PreviewMaterial'"/Engine/Transient.SHaderTest"' Outputs(0)=(OutputName="Local Bounds Minimum") Outputs(1)=(OutputName="Local Bounds Max") Outputs(2)=(OutputName="Local Bounds Size") End Object MaterialExpression=/Script/Engine.MaterialExpressionMaterialFunctionCall'"MaterialExpressionMaterialFunctionCall_0"' NodePosX=-627 NodePosY=-10 NodeGuid=52C21C7F4EF836927FD75589D36FD3BB CustomProperties Pin (PinId=ADDDD66D4D5A69E09320E887009565B7,PinName="Local Bounds Minimum",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=F29B0B4F4B86C7FF129A65A0A4E55380,PinName="Local Bounds Max",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=95E4B13048AAE471995873BC4BB8E74C,PinName="Local Bounds Size",Direction="EGPD_Output",PinType.PinCategory="",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) End Object --------------
@papo52394 ай бұрын
Wow Noice !
@er223345 ай бұрын
ty
@KevinRyborz Жыл бұрын
The fog is spiky and looks low res in my project. I have set scalability to high and also tried cinematic but its not really chaning anything. What could be causing this?
@kratos73349 ай бұрын
The texture or the tiling of the texture If the texture is so noisy it will give you spiks Try making the texture a lot bigger
@MZONE3DАй бұрын
Yeah ive got the same. I dud a 2k and 4k texture, doesnt work
@victoruvege6520 Жыл бұрын
This is quite interesting! I was doing something in Unreal similar but with niagara for steamy hot water, and I think this could be more easier to apply to. Thanks for the tutorial as always!
@driftmirror Жыл бұрын
This is amazing, thank you for the thorough explanation! Definitely will put this to use.
@xXxebubekirxXx Жыл бұрын
where do i get the textures you use from,in unreal engine 5
@DaDarkDragon Жыл бұрын
For unreal there are some console commands that you can set to control the quality r.VolumetricFog.GridPixelSize (number) Lower is better quality but more expensive r.VolumetricFog.GridSizeZ (number) Higher is better quality but more expensive
@DeathWrench Жыл бұрын
I've found that these give the best results without completely decimating performance: r.VolumetricFog.GridPixelSize 3 r.VolumetricFog.GridSizeZ 256
@rickfuzzy Жыл бұрын
Hey Ben. Such a great tutorial. Love all you vids. It’s so good to have someone properly explain what they are doing instead of just doing it. Just a note on this vid, maybe add chapters so people can skip. I have no interest in unity and when I refer back I have to scrub through
@BenCloward Жыл бұрын
Thank you - and thank you for the suggestion about the chapters. That's a good idea.
@WickedLizardWizard8 ай бұрын
This video helped me a lot, thanks king.
@krz9000 Жыл бұрын
The ben cloward way of doing things is always a bit more refined from what i come up with 😂 time to update another shader
@tjbearytales1 Жыл бұрын
Mate, you’re a legend. Thanks man!
@Ebani Жыл бұрын
A legend among legends
@ratamorph Жыл бұрын
What parameters are you using so smooth out the results in unreal? with the defaults mine looks pretty blocky. I'm adjusting r.VolumetricFog.GridPixelSize and r.VolumetricFog.GridSizeZ and it does improve but I just can't get it to look as smooth as yours? Also will you be covering the other effects we see at the beginning?
@ThatTechGuy123 Жыл бұрын
Thank you for the video i love all these shader videos 🙂
@Kinosei30 Жыл бұрын
Excellent tutorial. Love your videos, very explained. I was wondering if there's any possibility to create an emissive fog like this one in Unity. I see there's no emissive input node on the fog graph and adding it directly to base color won't do much. I wanted this type of fog on a dark corridor, but the lack of light makes it very hard to see, and I don't want to add more lighting to the scene. Do you think it would be possible some how?
@ethanwasme43077 ай бұрын
maybe i missed something, but I had a bug where the fog gradient was inverted, instead of (1.5) on flatten I had to use (-1.5). you can also invert then subtract that sphericle square mask he made at the beginning of the from the final result to bring back the shape control
@sirhawke32616 ай бұрын
i was thinking about the same thing but i cant seem to be able to recreate it. if i put the shape there and subtract it, i still see very clear and sharp edges of the fog. care to elaborate?
@youvedos797 Жыл бұрын
Very useful content! I would like to know what I need to study to get this idea!
@tranceemerson8325 Жыл бұрын
is there a way to connect this to a flow map so that the fog appears to move around obstacles like hills?
@monsterinsane2228 Жыл бұрын
Hi, I'd love to know if we can somehow make this material can cast shadow?
@musicdudem66733 күн бұрын
Hey Ben, How would you disperse the fog? Say have the character run around, and have a sphere around them you can toggle on and off that clears the fog around player, but keeps the fog going outside of it?
@Azer0sz Жыл бұрын
Hey Ben, thank you very much for this video! How would you go about adding AO/Self-shadowing to this volume (Unreal)? I'm playing around and I think your height blend looks REALLY good but AO would probably add that extra spice. If I end up finding a good solution I'll add another comment XD
@IndyStry Жыл бұрын
Please lemme know if you find a way to add shadows and AO to this for realism! Thanks! :)
@Azer0sz Жыл бұрын
yeah actual AO plugged into the nodes would be god tier, the only trick I was able to do is to use distance fields to tint the albedo so you get some fake AO going on. (Fog gets darker the closer it is to the ground)
@_Echolalia Жыл бұрын
Same :(
@MarvelMaster Жыл бұрын
This with simple interactions like walking thru and removing at player position and slowly coming back would be cool
@潘亮-u2o Жыл бұрын
hi! ben thank you for your tutorial,but i have a question, When camera moves far away,the volumetric fog will disappear ,i try to figure out that why, Spent a lot of time with no results
@polloipod6757 Жыл бұрын
Same problem, I don't know why...
@stuntwill Жыл бұрын
I came here for UEFN help, and unfortunately there is no ObjectLocalBounds within the Materials section. Can't make a fog volume without that, can you?
@sechygs Жыл бұрын
It would be super interesting to see cloud materials
@OhMyShad Жыл бұрын
33:32 How do you get these Constant 2Vector pins? When I get the "Constant 2Vector" I have no X and Y and no RG pin. Im new to materials btw Awesome Channel and guides! BTW Im using Unreal 4.27, is there any way to still have this pin/pin result?
@MultiLock0n Жыл бұрын
Hold 2 and left click for 2 vector, 3 for 3 vector, 1 for constant
@velocifossa Жыл бұрын
Great Video! Very nice effect, at least in UE5. Been trying to figure out how I can invert the fog, so all of the fog generates and flows around the border with the middle relatively clear. Having a super hard time conceptualizing the solution for some reason.
@Meijiayu Жыл бұрын
It is really Cool!Thank you teacher!
@manonthedollar Жыл бұрын
Thanks, this is going to be so helpful to me! It would be helpful if you talked a bit about how expensive shader techniques will be in your videos -- like whether or not something will work for mobile or VR; or if it's meant more for archvis or whatever.
@radekstarec9718 Жыл бұрын
Hi Ben, first of all let me thank you for all your hard work and tutorials. You are the reason people like me can learn how to work with materials and only because of you I started learning all about the art that shaders can provide. I would like to ask one thing that is unclear of me if a materia for example water shader has 2 methods of creating flowing ripples each suitable for different space of water and I switch between them using a boolean as a parameter, will both calculation proceed so the shader will be as expensive as using both methods at the same time or will the shader use only the calculation that is affecting the final output so the other one will not calculate. In other words, would it be better to use different master materials for each method or one material main for all? Thank you again for all your work and the time you put into your videos.
@tangorn666 Жыл бұрын
Ben, thanks again on your awesome contributions, I've been learning from you for a few years now. I tried to apply volume material on mesh particles in UE5, and it seems like volume bounds are computed from all particles combined rather then each individual particle, so I get a large wall of smoke rather than a smoke trail. Do you know if it is possible to set a volume material so that it follows individual particle bounds?
@snook-official Жыл бұрын
Awesome, in Unreal how did you get the 'extinction' input in the material? is that in the shader settings? I don't think you mentioned that in the video, I don't have it open in front of me to look.
@deathclock89052 ай бұрын
Choose your materia and in left window, Materia Domain : choose Volume.
@CheekyPineGames Жыл бұрын
This is amazing!!
@abhinavsinha2935 ай бұрын
Hi, I'm using this on UE, for some reason I can't get close enough to the fog. Whenever I try to get closer it disappears. What settings needs to be modified?
@aneesaziz361111 ай бұрын
How can i use this fog to create a smoke effect. Billboards look ridiculous when player is moving
@vjcodec9 ай бұрын
I think you need to use a particle system for that.
@JGHHTechArt Жыл бұрын
Would something similar be possible with fire? By simulating fire in a DCC package such as Houdini or Blender and rendering out "slices" of the flames. Maybe panning noise against their UV's to make the flames dance? Or even a flow map. Do you think having a 3D flow map texture would be too much? Thank you for all the incredibly valuable content you post!
@BenCloward Жыл бұрын
Yes, that is very doable. In fact, I think Epic just added a feature for doing exactly that in Unreal 5.3.
@JGHHTechArt Жыл бұрын
Oh, neat - thank you for the help! I’ve got some renders planned that would benefit greatly from such a technique
@hotsauce7124 Жыл бұрын
Thank you so much. Perfect Timing...I NEEDED this for UE5. In UE5, will gravity make the fog fall if I raise it above the ground?
@MultiLock0n Жыл бұрын
No
@DamienRamirez Жыл бұрын
I've made a few Volumetric systems many different ways & it's obvious when someone knows the Material system like yourself vs some who knows a few nodes VS well "creative people" when it comes to the Fog set up. I've been tiling off World position via param, Divide, Multiply For XYZ which I though was a advanced way to do it, no idea you could do it like this (I guess my 3D texture fog is a like this for some of them. The others use "XYZW" MF's). Gives me a lot to think about going forward.
@mouadelmoujaddidi658011 ай бұрын
Hey, is it possible to increase the draw distance of this volumetric fog? So we can see it far away
@BenCloward11 ай бұрын
It is possible, the the larger the volume is, the more samples are required to render it, so it's more expensive to render when it's larger. So you have to find the right balance between size and cost.
@ghadamaher697 Жыл бұрын
❤❤❤ I want to ask you If i want to put noise in normal what node is used between them in unity
@brettwheeler77937 ай бұрын
Not sure if I'm doing something wrong but my fog is disappearing the farther I move from the box. Does this happen to anyone else?
@sirhawke32616 ай бұрын
try looking in your Exponential Height Fog actor and set View Distance to something higher
@topraktunca1829 Жыл бұрын
YOU are the BEST !
@da-mor Жыл бұрын
That's so nice! Great Tutorial. This got me an idea. Do you think it is possible to use it as fog of was for a strategy game using the char position to mask the fog? I will do some test as soon I find some time! :D
@da-mor Жыл бұрын
fog of war*
@xylvnking9 ай бұрын
using 5.3 and shadows had to be set to high in scalability or else the fog doesn't show up, in case anybody has that issue too :)
@neritonreis3340 Жыл бұрын
Cara você não ensinou a fazer o Material Volume Fogo Conseguir fazer mais so funciona com a qualidade gráfica acima do médio no caso no alto, se for do médio para baixo o shader some
@n1lknarf Жыл бұрын
I assume using this technique for ground dust clouds is cheaper on peformance than niagara particles, or not?
@BenCloward Жыл бұрын
I believe that may be true, but I'd want to test it to be sure. It would depend a lot on how many particles you decided to use in the niagara effect.
@jihadrouani5525 Жыл бұрын
URP doesn't support the volume fog component, is there a way to create this effect in URP?
@BenCloward Жыл бұрын
There isn't a way to do this in URP, no.
@jihadrouani5525 Жыл бұрын
@@BenCloward I have already suggested to Unity a URP version of the volumetric fog in the roadmap site, hopefully they consider it. But I saw so many volumetric fog shaders in Unity assets store so it must be possible I think.
@alexanderalikin1210 Жыл бұрын
@@jihadrouani5525 it’s possible, but you’d have to create everything from scratch.
@driftmirror Жыл бұрын
In Unreal section, by the end you don't connect the Distance nodes at the very bottom to anything? Are those needed? The notes that determine the shape and falloff?
@BenCloward Жыл бұрын
Those nodes generate a spherical falloff. I used them at the beginning to illustrate how to create something basic inside the volume, but the smoke effect I created didn't need spherical falloff - so I didn't use them for that technique.
@DavidWKimber Жыл бұрын
Awesome as always Ben! Question: Mine fades out when the camera moves further back from the volume. Is that in the Exponential Height Fog settings?
@1011theory Жыл бұрын
yes. try setting fog viewdistance to a very high value and you should see the effect in the distance. Not sure about the performance impact of rendering something like this in the far distance, though
@alexanderalikin1210 Жыл бұрын
Sadly, it doesn’t react to the light. So, you’d have to calculate self-shadowing and color by yourself, and that requires ray marching.
@mushudamaschin260810 ай бұрын
I am pretty sure it is lit by lighting, has been since ue4. Games have had lit, performant volumetrics since forever in many engines. Been playing God of war recently on PS4 that has some nice ground fog with light beams going through it, albeit a little low res.
@unrealtuts Жыл бұрын
can we have imposter in unity shader graph as next tutorial?
@unrealtuts Жыл бұрын
it can be split into short series too
@unrealtuts Жыл бұрын
can be great for tutorial and learning lesson as well as useful for unity users
@andrew.r.lukasik Жыл бұрын
URP, how/when ?
@Uncle_Fred Жыл бұрын
This is nice. I wish Unreal would buyout and integrate Ultra Dynamic Sky, Fluidninja (fogs/smoke) and Fluid Flux (flowing water) or build a unified system. These prebuild systems are pretty well optimised, and have a ton of easy to use and powerful features. This would really help to lower the barrier for artists.
@kapitantemplar8223 Жыл бұрын
Is it somehow possible to use it with URP?
@BenCloward Жыл бұрын
No, URP doesn't support volumetric fog, but you may be able to create something similar with a particle effect.
@lucassanchez4763 Жыл бұрын
Hello! thanks for your content, it's really useful 😊 I'm having some trouble with it tho, the fog turns black when I try to render it, any help would be appreciated :)
@paulkelsey2632 Жыл бұрын
A lot of great stuff here. Thank you. I'm sure you probably know, but Named Reroute Declarations nodes can really help to clean up material graphs.
@afrikaansedude2525 Жыл бұрын
Please do a grass shader 🥺🔥
@НикитаСтепанов-у5еАй бұрын
Legend
@makoado6010 Жыл бұрын
it something like what fluidnija do.
@doelhasan7310 Жыл бұрын
What CPU and GPU do you use?
@BenCloward Жыл бұрын
I have a Ryzen 3900X and an RTX 4080.
@666cowboy Жыл бұрын
More like Ben Cloudward
@BenCloward Жыл бұрын
Ah - that's a good one.
@starbuck3980 Жыл бұрын
How do you get HDRP version 15? Unity just give me version 12, it is cause you use Unity 2023? this is just for Unity 2023?
@BenCloward Жыл бұрын
Yes, I'm using 2023.1 - the most recent beta version.
@bluereva5828 Жыл бұрын
Thanks a lot ... These kind of Effects can be simulated by VFX tools too ... i wonder which way will be more performance friendly ?
@LoopSkaify Жыл бұрын
Hi Ben, do you know wether there is a way to have some kind of local volumetric fog which is not depending on the volumetric fog flag? like for light cones, to have the effect of them being volumetric instead of simple transparent cones etc. maybe this can be done with beer's law or another method.
@chaosordeal29411 ай бұрын
26:26 Unreal
@cmds.learning7426 Жыл бұрын
哦,amazing
@zyu043 Жыл бұрын
Coool!
@ilhabela3d10 ай бұрын
I love your videos, but I don't like how you mix Unity and Unreal videos. To understand the beginning of the Unreal Engine part we need to watch the Unity part. No problem with both content, the problem that I see is mix information. Ps.: I can't wait to see the water material complete.
@FORESTTELFORD Жыл бұрын
Fog!
@khsang1013 Жыл бұрын
Holy
@nutellaj17787 ай бұрын
man, this is so hard...
@mysticstyle9147 Жыл бұрын
Hi is there a way to contact you? or show you the effect, I run into some issues and don't know how to fix them
@everlastingmedia Жыл бұрын
Unity 2023.... omega oof. That kills me.
@kaav871210 ай бұрын
is there any way to make this work with path tracing?
@SAYRESS3 ай бұрын
what if i dont have "object local bounds" node.. it is red and have different pins on 5.4...
@brso575123 күн бұрын
read comments
@starbuck3980 Жыл бұрын
There is not Volumetric samples anymore in hdrp, there is other way to get it?