This was exactly what I needed, thank you ! Ive been working with the visual side of unreal for about 5 years, and i just sorta assumed that transparent materials were just super expensive, like, thats just how it is, but this really opened my eyes and gives me mountains of ideas. Thank you !
@alexhooi72683 жыл бұрын
Thank you for the awesome tutorial, instantly got great looking glass thanks to this. As an artist whose forte isn't programming or shader wrangling, I really appreciate it.
@Crush-kc8ss2 жыл бұрын
Loved the tutorial. would love to see more of a breakdown. Like showing you actually building this. I paused your video and made my blueprint from squinting at the screen and reading your info.. probably not 100% accurate but very close with what i had to work with.
@reket777pvl2 жыл бұрын
I guess it doesnt work in SM5. When I conect reflection vector WS to Texure sample I got an error
@CombatFXZone Жыл бұрын
Thank you! Great explanation and tutorial :)
@FluteboxFan3 жыл бұрын
This is an amazing resource for beginning developers like me, really appreciate you sharing it!
@Drawcall3 жыл бұрын
Glad it was helpful!
@madebyjway60192 жыл бұрын
Bro! thank you. Such a simple solution.
@etawil51 Жыл бұрын
great tutorral tnx you very much !
@AdiusOmega3 жыл бұрын
Great video! Incredibly useful knowledge, bless ya lil soul.
@Drawcall3 жыл бұрын
My soul is so blessed :)
@tonirak2412 жыл бұрын
I tried it but it's not that cheap, I don't know if I am missing something, shader complexity shows red color, blend mode is already set to additive, any idea?
@misterrider192 жыл бұрын
Thanks a lot for this video, I didn't had that much knowledge about glass in ue4 and for performance it's gonna be just awesome. I have a whole world in my game that will have a lot of glass, and I was struggling with the performance and it was just appearing mostly red through the "shader complexity" viewmode. I was using a glass material from an asset pack but it seems like it wasn't that much optimized.
@philzarcone3 жыл бұрын
Straightforward and packed with useful information, thank you for sharing this excellent tutorial! The modulate blend mode solution is exactly what I was looking for, and is substantially more performant than the standard translucency blend mode without sacrificing very much fidelity (the fresnel color highlight node is a great addition to the shader btw).
@Drawcall3 жыл бұрын
Glad it was helpful!
@polar19913 жыл бұрын
Can you make a beginner material series?
@Drawcall3 жыл бұрын
This is something I can do. :)
@ashleysparling3 жыл бұрын
Thank you this is perfect.
@Nick_fb3 жыл бұрын
Great stuff
@Drawcall3 жыл бұрын
Thanks, really appreciate it. :)
@charlesalexanderable3 жыл бұрын
2:55 additive isn't cheap because of depth, I think it is because alpha blending requires division and more dependent reads or something
@Drawcall3 жыл бұрын
Agreed, the geo must still be passed into the depth buffer for proper occlusion. Because of the additive nature the operation is communitive and can remove the need to be sorted from back to front. So it still needs to be passed but it should happen much faster without the extra z sort before the drawcall is issued. Again I could be a bit off so let me know.
@HardEzhik3 жыл бұрын
Very useful video! What music plays on background?
@johnfr23892 жыл бұрын
Do these modes properly handle depth sorting in all cases?
@BadVoodooMon3 жыл бұрын
Great tutorial as usual! Quick question: for the first cheap glass material, I have it set up the exact way that you do. But for some reason, I have nearly double the instruction count. What's strange is at 4:28 I noticed most of your pins are grayed out even though you're in the "default lit" Shading Model. Usually the pins are grayed out like that when in the "unlit" Shading Model. Am I missing a setting that makes this cheaper in default lit mode? Thanks!
@Drawcall3 жыл бұрын
Make sure blend mode is additive ?
@BadVoodooMon3 жыл бұрын
@@Drawcall strange, I must have missed that on screen. Getting caught up in the details! Thanks!
@koolkat00023 жыл бұрын
Thanks for the simple tutorial! I was wondering, how did you set up the texture you used? I don't know much about cubemaps, so I just plugged in a panorama jpeg as a texture but it doesn't to work. Thank you!
@Crush-kc8ss2 жыл бұрын
I searched for Desert HDRI and it popped up in menu to use
@AniketBhattacharjee-yl8ke4 ай бұрын
Cannot cast from larger type float3 to smaller type float2.
@Djonsing2 жыл бұрын
Why don't I have 'Bubble Color' in the list? (UE 4.26)
@reket777pvl2 жыл бұрын
because its just a parameter. You create blank parameter and name it Bubble color or anything elseXD
@unrealstudent2239 Жыл бұрын
you could have mentioned what the different node types are i wanted to copy the setup but i cant tell what kind they are
@realmodel11323 жыл бұрын
Very informative. SceneColor seems to be a common method to create opaque but "transparent" water. Any insights how this is different to additive shading it seems to be a very similar thing ? And would it be useful for glass visually. Also: resubscribed =)
@Drawcall3 жыл бұрын
I think because scene color is a post effect it’s not being culled in the depth buffer were as the additive material is still being rendered with the right occlusion it’s math to render is still just adding it’s color information very cheaply.
@jaddeeb5103 жыл бұрын
Ez render = ez like
@Drawcall3 жыл бұрын
@michaelanderson28612 жыл бұрын
why dont I have like 95% of the blueprint nodes he does?