Brushed Metal Shader - Advanced Materials - Episode 11

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Ben Cloward

Ben Cloward

Күн бұрын

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@vncubers
@vncubers 2 жыл бұрын
this is the best channel about shader you can find on youtube
@HomAxz
@HomAxz 2 жыл бұрын
your channel is truely a gold mine. so much amazing knowledge, conveyed so that everyone can understand. thank you a lot!
@BenCloward
@BenCloward 2 жыл бұрын
Thank you! Glad it's helpful.
@johncorbitt4112
@johncorbitt4112 7 ай бұрын
Love your tutorials Ben. Clear and easy to follow. Learning a lot from you.
@tatsuyashiba9315
@tatsuyashiba9315 2 жыл бұрын
Your channel is really helpful, I am a beginner in game design, I can only continue to work hard after watching the video, I really appreciate you. Because English is not good enough, I can only use translation, I hope you can understand , haha.
@geri4367
@geri4367 2 жыл бұрын
Amazing work as always Ben. Lately most of effects are leaning into this advanced Unity/Unreal shader templates (anisotropy, iridescence, sub surface scattering etc). I'd personally love to see how all of those actually work too. I think there would be a lot of added value to create those from scratch But I understand if it's too much for a single video
@BenCloward
@BenCloward 2 жыл бұрын
Yes, that's a good point. I've been showing how they work, but not really explaining the math behind them. The reason for that is because they deal with the lighting model - which is not something you can change or edit using nodes in the graph. In order to create them from scratch, I would just have to show people the code, and I don't think most in my audience would enjoy that. (Let me know if I'm wrong!) That's why I haven't talked about them until now - because I have been focused mainly on things you can do in the graph itself. But now I'm trying to expand out a bit and show people these settings that can also have an effect on the end result.
@kermalis
@kermalis 2 жыл бұрын
@@BenCloward I left a comment in the previous video about the lighting models as well. I used to work with custom engines like you used to, so I'm very interested personally. It can also help those of us using Unity URP since we can throw them into a .shader with the cost of writing some boilerplate (some of these features are HDRP only for now, and I don't think a lot of people would be using Amplify shaders)
@geri4367
@geri4367 2 жыл бұрын
@@BenCloward Eveything I learn here I apply in my custom hand written Unity shaders. That being said, I think you are actually right. It's probably not a good idea to do content about that since most people probably won't be interested o may be overwhelmed
@qwetry-j2u
@qwetry-j2u 2 жыл бұрын
Hey Ben, Great tutorial, as always! Could you please make another one - more in depth on how to create those flowmaps themselves? Is there a way to bake them like regular normal maps or is it better to create them in Substance Designer? Thanks!
@666nevermore
@666nevermore Жыл бұрын
Hey Ben. On the video you said you would post the textures on the description but i'm not seeing them. Hope to see you soon with your material series.
@efjey
@efjey 2 жыл бұрын
Hey Ben! Great tutorial, as usual very informative :)! I'm not sure if this would be an interesting topic for others as well, but could you elaborate a bit more, what the Tangent input of the Unreal Shader is expecting? I was recently working on a a stylized hair shader with custom UV channel + flow map, that also has an anisotropic highlight. The shader itself works well for the most part, but has visual artefacts in a few areas and I think I am missing something about the Tangent input...
@antoniosuarez7881
@antoniosuarez7881 Жыл бұрын
Thanks, grate tutorial
@skysun-s5f
@skysun-s5f Жыл бұрын
stickers can be shared well individual circes
@3D_Addict
@3D_Addict 9 ай бұрын
not to be picky or something but didnt you said you will link texture in video description
@carlosmiralles6549
@carlosmiralles6549 8 ай бұрын
Can you explain how to achieve this result with the Built-in RP and URP? Thank you
@plainshades
@plainshades 2 жыл бұрын
Just discovered your channel. Man I really hit the gold mine with this one. This is real premium content you're giving out for free. I pray that you encounter success in all of your endeavors 🤍. Subbed.
@schallplaefh1686
@schallplaefh1686 2 ай бұрын
Do you have tips for creating anisotrophic metal in Unitys URP?
@unrealengine5-storm713
@unrealengine5-storm713 2 жыл бұрын
I was literally just working on a brushed metal shader and this pops up 👀
@BenCloward
@BenCloward 2 жыл бұрын
Nice! I hope it helps!
@unrealengine5-storm713
@unrealengine5-storm713 2 жыл бұрын
@@BenCloward It did. I had no idea about the anisotropy having that affect
@elmoonezazan3144
@elmoonezazan3144 2 жыл бұрын
hi ben! great tip on circular brushed metals. for this effect I used to add a picture of a circular brushed metal with the anisotropic highlights already on it into the base color. feel stupid now! also what do you think of the new strata material ue added?
@autismbros.official7582
@autismbros.official7582 8 ай бұрын
Is it possible to fake the anisotropy using a gradient texture?
@w0nnafight
@w0nnafight 2 жыл бұрын
maybe a leather shader?
@josevieira3367
@josevieira3367 Жыл бұрын
Nice!
@MetalGearMk3
@MetalGearMk3 Жыл бұрын
What software do you use to create the tangent maps?
@skysun-s5f
@skysun-s5f Жыл бұрын
我也想知道 怎么做切线图
@Gorongirl
@Gorongirl Жыл бұрын
I’m getting ahead of myself because I think you also have a video on hair, but does most straight hair also have anisotropic highlighting? And, is a tangent map sort of interchangeable with a flow map, in terms of how they work and how they are used? Thanks again for the channel!!!
@BenCloward
@BenCloward Жыл бұрын
Yes, I do have a video about hair. Yes, straight hair does have anisotropic highlights (curly hair too!), and yes, tangent maps are similar to flow maps in that they both specify a direction along the surface. And you're welcome! Thanks for watching!
@skysun-s5f
@skysun-s5f Жыл бұрын
How to generate tangent maps
@stevphiericardo2790
@stevphiericardo2790 2 жыл бұрын
I've seen rocks that looked very dry and dusty looking, I don't know how to say this, but it looks like those rocks in the middle of the dessert. Perhaps this method can be used to get such result too?
@EthanFilms
@EthanFilms 2 жыл бұрын
I wouldn't use anisotropy for rocks, only for stuff that needs the spec highlights to bend in a specific way. I think you'd want to use a fresnel node to blend between the diffuse color of the rock, and another copy but color corrected to look brighter, and more colored like the dust color you want. In vray, you could use Sheen, which is great for dusty surfaces and fabrics, but in Unreal, I am thinking a fresnel node will fake this the best. Or maybe just rely on texturing the rocks to shade with higher roughness where the rock is more dusty.
@paulbunyangonewild7596
@paulbunyangonewild7596 3 ай бұрын
goes to a video on how to make an anisotropic highlight, this guy: "set to anisotropic", feels bad man
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