Post Process Action Lines - Shader Graph Basics - Episode 58

  Рет қаралды 13,774

Ben Cloward

Ben Cloward

Күн бұрын

Пікірлер: 37
@verified_JC_Denton
@verified_JC_Denton Жыл бұрын
20:20 Is where the Unreal segment starts.
@abstreebee
@abstreebee Жыл бұрын
not all heroes wear capes
@tylergorzney8499
@tylergorzney8499 2 жыл бұрын
Ben, Your tutorials are fantastic and have been the cornerstone of my learning Shader math and development. It is great how you even cover not just the walk-through, but explain how and why things work the way the do, why you do them the way you do (for example, performance). The hows and whys I find invaluable. I am currently working on a terrain prop shader combining several of your techniques, such as using Texture Arrays, Environment Blending, Packing Normals in RG and Deriving Normal Z, Composite Texture packing, World Position to offset UV's, Rock Layer Material etc. In the end, I am trying to make a Terrain Prop shader to use in conjuction with a landscape material (with 9 layers) so that the props (rocks, cliffs etc.) use the vertex colors (Red for Prop ID to pick Composite Prp Texture (RG: Normals; B: Edge Map; A: Cavity Map) from a Texture Array; Green for Base Material ID (Chooses Albedo/Roughness and Normals/Metallic/Height or Cavity) and Blue for Top Layer Material (Snow, Sand, Moss etc.) an the Alpha for Dirt/Grime material to apply to crevices. The end user can then use Vertex Colors, or use Material Variables to offset Vertex Color to custom pick materials to apply. I would also like to attemptto read the Landscape Layer Masks to auto-assign materials to prop as well as amount, so say...The prop/rock will show sand in areas of map where there is sand, and will reduce amount of sand on rock according to landscape layer mask, removing sand where there is no sand on map and applying the correct base/rck material by reading the landscape layers. I never would have bee nable to attempt something like this without your tutorials and you sharing your knowledge and experience. A huge thanks for all the time you have spent. I do not make money doing tis ATM, so your efforts are massively appreciated! Tyler Gorzney
@DavidWKimber
@DavidWKimber 2 жыл бұрын
Love it Ben, I learn so much more about shader math than just the fx... super effective!
@阿季-d5u
@阿季-d5u Жыл бұрын
Its a huge help! Thanks a lot! Also every step is quite clear. Have a nice day Mr.Ben
@LittleBlue42
@LittleBlue42 Жыл бұрын
You have so many handy videos. Keep them coming
@macxike
@macxike 7 ай бұрын
Fantastic! Very clearly explained and thought out tutorial. Thank you
@letsmakefx
@letsmakefx Жыл бұрын
Hey Ben! Thanks for a great tutorial as usual! I just saw this and I wanted to mention that if you use "Gradient - Texture Based" as your Function setting in your Noise node, you will get rid of the spoty artifacting and the unwated seam on the right side of the screen. I hope that helps some folks!
@aff3nm4nn
@aff3nm4nn Жыл бұрын
I changed it to gradient textures based but the weird spot on the right side is still there. Any suggestions?
@nameno7032
@nameno7032 Жыл бұрын
Love the explaination! Hope you release more of the comic/anime stylized effect like this
@kadirsugar7894
@kadirsugar7894 2 жыл бұрын
Nice effect, nice tutorial
@fracturedfantasy
@fracturedfantasy 2 жыл бұрын
Of course you have exactly what I'm looking for! The best 😀
@RavenG102
@RavenG102 3 ай бұрын
Very usefull frame drop jitsu ) Thanks!
@Local_Nerd_
@Local_Nerd_ 6 күн бұрын
Wonderful Video. I had a question! How would I apply this to my game as a togglable feature? I'm trying to set up some speed lines for Dashing with my character, and want to be able to toggle them based on a characters actions! Thank you!
@antoniosuarez7881
@antoniosuarez7881 Жыл бұрын
thanks, grate tutorial
@Fabio-zc7bs
@Fabio-zc7bs Жыл бұрын
Hey, ben. Nice content as always! I love the insights you give on your videos. You always explain your line of though and that helps a lot on knowing more about each subject you talk about. You're such an inspiration to me! But let me ask you one thing. Would it be more optimized to use it as an Interface Instead of a Post Process? I mean, at least in Unreal, by changing a few things, the same effect can be achieved by creating a Masked/Translucent UI material but I'm not sure if it would be more costly performance-wise
@BenCloward
@BenCloward Жыл бұрын
Thank you - I'm glad you like the videos. I often come up with questions like these about if it would be faster to do A or B. Whenever I ask them to the graphics programmers on the team, they always give me the same answer - try it and see! It's very hard to predict these types of things, so the best way to know is to just try both methods and evaluate the performance of each.
@geri4367
@geri4367 2 жыл бұрын
Awesome. Thanks!
@junh1572
@junh1572 2 жыл бұрын
nice tutorial man very thank you for sharing. Is possible to make this volume noise of unreal on character to make the character look that hes is moving fast like sprinting or something ?
@雨里-i7j
@雨里-i7j 2 жыл бұрын
Learned again
@theoldsatoshi
@theoldsatoshi Ай бұрын
how to offset the noise(lines) center ? i don't want it from center, need it to be more up
@pto2k
@pto2k Жыл бұрын
I appreciate your tutorial immensely. It's excellent! I have a question after following the Unreal workflow: would it be feasible to transform those settings within the noise node into parameters as well? That way I could generate multiple material instance variants with differentiated arrangements. Thank you!
@BenCloward
@BenCloward Жыл бұрын
Any settings that are input ports to the noise node can be exposed as parameters. If they're drop-downs or other types of settings that aren't ports, they can't be exposed. The only way to expose them would be to build a custom version of the noise node yourself as a subgraph (Unity) or Material Function (Unreal) so you could expose the parts you want. It's a bit of work to do that, but possible.
@pto2k
@pto2k Жыл бұрын
@@BenCloward Thanks! Trying to make a Material Function... If I add multiple noise nodes of different types, how should I let the user choose one? I don't see any flow control nodes like the Switch on Int I used to use in Blueprints.
@BenCloward
@BenCloward Жыл бұрын
@@pto2k I know that's possible to do in Unity with a dropdown node, but I don't know how to do it in Unreal.
@KickinItStudios
@KickinItStudios Жыл бұрын
Is there a way to hook this approach up to the velocity of the character to make it more intense the faster they go?
@BenCloward
@BenCloward Жыл бұрын
Yes, you can do that. You would expose a parameter for the length and opacity of the lines and then control that by attaching it to the character's velocity in C# for Unity or in Blueprint in Unreal. I don't have a lot of experience doing that sort of things, but I know it's doable.
@trunghoangnguyen660
@trunghoangnguyen660 2 жыл бұрын
So cool, can you make video about making animation using SDF
@SilentGodot
@SilentGodot Жыл бұрын
Is there a way to make the lines centered around a custom parameter as a point, and not (0.5, 0.5). I figured out that I could move the mask easy enough, but I can't figure out how to shift the noise that creates the lines
@RyanAssets
@RyanAssets 7 ай бұрын
In the VectorToRadialValue node, connect (TexCoord - Center) in the [Vector or UVs (V2)] pin. Center being the custom parameter you asked about.
@zZLibikiZz
@zZLibikiZz 2 жыл бұрын
Love your videos. Can we get an animated texture tutorial video that would be awesome
@BenCloward
@BenCloward 2 жыл бұрын
What type of animated texture are you talking about?
@zZLibikiZz
@zZLibikiZz 2 жыл бұрын
Something like a disco stage floor that flashing different light patterns
@zZLibikiZz
@zZLibikiZz 2 жыл бұрын
Also if you could analyze or teach us how to make something like this kzbin.info/www/bejne/hWOwkoCkabWWeck that would be amazing
@sawag9738
@sawag9738 2 жыл бұрын
thanks! this helps a lot XD
@evan5710
@evan5710 2 жыл бұрын
Ah yes, the anxiety filter
@miloszgierczak4806
@miloszgierczak4806 2 жыл бұрын
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