Breath of the Wild & Tears of the Kingdom Shaders in Blender EEVEE! [Tutorial] [#2]

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Thejudsub

Thejudsub

Күн бұрын

Пікірлер: 13
@tamoozbr
@tamoozbr Жыл бұрын
You can actually get a rimlight that moves with the view by using an inverted dot product of the normal and the "Incoming" output of the geometry node, which is the view direction
@Thejudsub
@Thejudsub Жыл бұрын
Thats literally just a Layer Weight node. Why go through the effort?
@tamoozbr
@tamoozbr Жыл бұрын
@@Thejudsub the layer weight has some extra math
@Thejudsub
@Thejudsub Жыл бұрын
@@tamoozbr An inverted NdotV is exactly the same as a Layer Weight. Beat for beat. i.gyazo.com/4d4cc4a45147a05cffcdecbb0793ec50.gif
@blooperdooper1354
@blooperdooper1354 Жыл бұрын
i know im 5 months late but i need to know, if i were to.. you know make a vrchat avatar. Would it be possible to take these shaders and use them in unity or is that not possible?
@Thejudsub
@Thejudsub Жыл бұрын
As a general rule of thumb, its extremely rare for any software to be able to use shaders made in a different software. So no. You would need to remake the shaders in unity
@AemVR
@AemVR Жыл бұрын
AWESOME!
@albertopilotto9052
@albertopilotto9052 Жыл бұрын
As an aspiring character artist from Brazil at 18, thank you so much for this content, it helps with the understanding of shaders a lot! As a side note, where did you learn all of this? I’m recreating the shader now and i didn’t even know the “Vector Transform” node existed
@Jerotero
@Jerotero 9 ай бұрын
my best guess for how the creator figured this out was probably by researching how BOTW/TOTK shaders worked(the math used, how colors are handled etc.) and then figuring out how to convert that into blender's shading nodes
@luigitko
@luigitko Жыл бұрын
hey, just wanted to let u know u should probably put "shader" in the titles of these videos bc it took forever to find a tutorial for this (amazing tutorial btw)
@Thejudsub
@Thejudsub Жыл бұрын
thats.....not a bad idea actually
@KuraiNoOni
@KuraiNoOni Жыл бұрын
Didn't notice, that the game actually uses three different rim lights layered on top. What I'm surprised with is that you made a fresnel effect from scratch, rather than using the premade nodes. did you do that to have more control over the intensity of the rim light? You also avoided using rgb curves that way.
@Thejudsub
@Thejudsub Жыл бұрын
You use RGB Curves? How? And yeah i kinda prefer to stay away from premade nodes to make things more performant
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