Landscape Puddle Ripples - Building Worlds In Unreal - Episode 30

  Рет қаралды 11,737

Ben Cloward

Ben Cloward

Күн бұрын

Пікірлер: 36
@pxelguyplays
@pxelguyplays 3 жыл бұрын
It's Thursdaaaay!! I'm always waiting for these videos!
@MR3DDev
@MR3DDev 3 жыл бұрын
Awesome video as always.
@USAIsrUKEUVngrdBLRckOccupiedUA
@USAIsrUKEUVngrdBLRckOccupiedUA 3 жыл бұрын
Thank you, man. You save my brain! All your videos with water and rain are helpful.
@naixelnxl2640
@naixelnxl2640 3 жыл бұрын
Hello Ben, will you do a tutorial for dynamic weather (with the ripple effect when it's raining and the wind effect when it's windy) ?
@BenCloward
@BenCloward 3 жыл бұрын
This type of system is created mainly using blueprint - which I have almost no experience with at all. So I have demonstrated the part of the process that I'm familiar with - creating the materials. Hopefully someone else can show the the blueprint setup.
@joeshmoe3340
@joeshmoe3340 3 жыл бұрын
Hey Ben great episodes on these puddles and effects. Wondering if you will do a follow up video combining your procedural puddles with paintable puddles and effects intact, something I'm struggling with. Main purpose is that If I sculpt edit my map I end up with puddles on elevated areas, or no puddles in small holes. I've created paintable puddles separately, but have been unable to merge your setup with mine in a working nor consuming way on the system.
@ifire4899
@ifire4899 3 жыл бұрын
thanks
@mindped
@mindped 5 ай бұрын
no distortion of uvs for the color map? How would i modify the uvs of an RVT.. what is the default hook up for the uvs of an RVT? Its not texcoord0...
@unrealdevop
@unrealdevop 3 жыл бұрын
Looks great, seems pretty heavy on performance though. Would the size of the landscape have an effect on this? If so would World Composition/Partition help with this or is it possible to add culling to it? This was really great, took a bit longer then I thought it would lol. I think I had to work through like 3 or 4 of your videos to get it all together XD
@darkdevilone8613
@darkdevilone8613 2 жыл бұрын
Might be late but what I did was added a distance blend, so the puddles only show when close enough, there's a slight performance drop from opacity still though
@unrealdevop
@unrealdevop 2 жыл бұрын
@@darkdevilone8613 That's good advice, I'll keep that in mind and hopefully it will help someone else who stumbles across it.
@Restart-Gaming
@Restart-Gaming 3 жыл бұрын
Question in any of you videos do you cover how to use rvt in a large many tiles landscape?
@turalmemmedov3648
@turalmemmedov3648 3 жыл бұрын
High dear Ben, as always thank you for your effort )) First question is, I wanted to ask, in general, what would be more FPS freindly, to create mask for puddles or to break tiling in general just like you did in previous video or to use noise node with simple noise and lowest setting? I think noise node would give me less interesting result but It is OK for me. And second question is, before your tutorials, almost all tutorials I watched said that, texture sample nodes are not heavy at all it just uses more RAM, so it is better to use texture samples instead of engine nodes to make base colors (May be I didnt understand them correctly becase I had very bad understanding about engine at all at that time). First time I learned it from your tutorial that actually texture sample nodes are heavy ))) So in my environment I used height map and custom gradient mapper to create colors and it just uses lerps and 3x vextor3 colors and some math nodes (just multiply, add, and so on..., it is from this link www.artstation.com/samanthabean/blog/YAVl/unreal-engine-gradient-mapper-material ) I used that function 3 times to get rid of 3 base colors. It gives me visually same result because in substance designer I used only height map to make colors anyway. So from very high point, is it good idea, to make it that way? Other advanteges off course I can make different colors based on gradient just changing vector3 nodes. So may be I would need to use at least 15-20 textures just for that house colors, or to use separate masks to make specific parts colors adjustible again with texture samples. Soo, I hope I made it clear what I wanted to ask with my lack of English )) Thank you very much ))
@BenCloward
@BenCloward 3 жыл бұрын
These are very good questions, Tural. The answer to whether one thing is cheaper on performance than another thing is a hard one to answer - because the answer can change based on a lot of different things - the hardware you're running it on, the other things happening in the scene, etc. The best thing to do is to run it and see. When I talk about texture samples being expensive, I'm referring to the fact that they're more expensive than most other single nodes. But if there's an operation that will require dozens of math nodes, or one texture look-up, then the question is a bit more complicated. It may end up being cheaper to just do a single texture look-up instead of doing all of that extra math. But again, the answer is to test it and see. Your gradient idea looks like a good one. You have to decide if the added flexibility it gives you is worth a little bit of extra cost.
@turalmemmedov3648
@turalmemmedov3648 3 жыл бұрын
@@BenCloward And again thank you )) Cant wait to see contunie of your tutorial series. And new virtual heightfieldmesh looks very interesting and ridiculiosly cheap. Hope one day we will see the tutorials about that too ))
@turalmemmedov3648
@turalmemmedov3648 3 жыл бұрын
I dont know if this is a coorect place to say it, but I found that we can drag and select objects directly in perspective viewport by CTRL+Alt + LeftMouse Drag, and Shift+CTRL+ALT+LeftMouseDrag for multiple objects :D May be all of you know it but after Unity, I really annoyed because I couldnt select by dragging in UE4. Hope it will help to someone ))
@BenCloward
@BenCloward 3 жыл бұрын
Thanks for sharing great tips, Tural!
@ShaderGhost
@ShaderGhost 3 жыл бұрын
Hey Ben, I wanted to ask if it's possible to create a particle that is attached to the player ( rather than placing particles all over the level) and at the same time be able to calculate whether the rain should be indoors and outdoors. Do you know how to go about creating something like this?
@BenCloward
@BenCloward 3 жыл бұрын
That's a great idea! There are a lot of games that do weather than way. I'm not very experienced using particle effects or blueprints, sadly, so I'm not the best person to explain how to do it.
@gursimransingh8726
@gursimransingh8726 3 жыл бұрын
hey is there any way to make a directional light sample for volumetric cloud shadows to fake it and achieve higher qaulity god rays from those clouds but i have a question do the volumetric sky support light function shadows
@BenCloward
@BenCloward 3 жыл бұрын
This question is a little of context. I'll being doing a video on clouds soon. So you can ask this there if I don't answer it in that video.
@gursimransingh8726
@gursimransingh8726 3 жыл бұрын
@@BenCloward ok will be waiting for it
@alf3977
@alf3977 3 жыл бұрын
Does the puddle have some sort of reflection? how you achieved that, Are you using a reflection capture? I cannot replicate that in my puddle. Edit: Also the tutorials are amazing!
@BenCloward
@BenCloward 3 жыл бұрын
My scene has SSR enabled - so the puddles are reflecting other objects that are on the screen.
@alf3977
@alf3977 3 жыл бұрын
@@BenCloward How you enable SSR? The material for the landscape in my case is opaque, so I cannot enable it. Your landscape material is translucent?
@elevenesschen369
@elevenesschen369 3 жыл бұрын
Hello Ben,Here is one question that the puddle ripples always show at the same position. Is there one way to get a really random puddle ripples?
@darkdevilone8613
@darkdevilone8613 2 жыл бұрын
I don't know if there's a way to really do this without possible performance issues, the 2 ways I can think of is actual physics simulations for the water which would be too much for games right now, or randomly switching textures from an array in a blueprint while it rains which would probably be a big hit to performance too.
@Restart-Gaming
@Restart-Gaming 3 жыл бұрын
Will this also work for large lakes?
@BenCloward
@BenCloward 3 жыл бұрын
Yes, it will! You may need to use different textures for the ripples if the pattern is too repetitive.
@MasterMind-px5nv
@MasterMind-px5nv 3 жыл бұрын
I think i already ask the question, but do u will be able to give this project to us. Like that, we will be able to check by ourselves if we have made an error, or if we want to play with it to had somethings etc. It will be very helpful thank you!
@BenCloward
@BenCloward 3 жыл бұрын
Giving away projects is not something I'm planning to do, but if there's something specific you're stuck on, I could share material functions and/or screen shots to help you along. Let me know.
@FreakSheepVODS
@FreakSheepVODS 3 жыл бұрын
nicely done only problem is oure Landacape is way more complicated than this and some how cant that the animation to work with oure setup also see you have a material displacement and not shown how to set that up what already makes this unusuble going to look for a other tutorial this one looks nice but the explanation here only works if you have his exact setup if not dont waist you time
@BenCloward
@BenCloward 3 жыл бұрын
Thank you for the feedback. I'd be happy to try to help you if you would like.
@FreakSheepVODS
@FreakSheepVODS 3 жыл бұрын
@@BenCloward that will be great because if i some how get the animation to work it takes the hole labdscape but oure i build out material functions mostly Also we dont use GetAttribute but Break i will send a screenshot when i am at my pc or if there is any other way to contact you that will be great
@BenCloward
@BenCloward 3 жыл бұрын
You can email me at ben@bencloward.com
@FreakSheepVODS
@FreakSheepVODS 3 жыл бұрын
@@BenCloward thank you i will do that
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