In Unreal Engine 5.2+ there's an additional step to enable refraction, you have to change the "Refraction Method" in the Details panel to something besides "None".
@xylvnking10 ай бұрын
Fresnel is super clutch for unlit stuff too, darkening the edges of unlit style assets can give the impression of shadows, especially when combined with AO
@aburak6213 жыл бұрын
Amazing video as always! Example use cases were extremely interesting.
@PrismaticaDev3 жыл бұрын
Thank you very much :) I wish I had mode time to explain EVERY use case - maybe I'll have to save it for 5-Hour Materials instead ;)
@Jukerlaw3 жыл бұрын
Even tho i alr knew this long ago. Seeing another person’s pov and his practical usage is really knowledgeable. Hope u can share ur knowledge and how u use them with other nodes as well. Cheer.
@TerraTFT2 жыл бұрын
This man has incredible straight line drawing skills. That right angle is *chef's kiss*
@DarrellTolandАй бұрын
Crikey. These are awesome.
@YourSandbox3 жыл бұрын
Maestro here. Another good tutorial as always
@PrismaticaDev3 жыл бұрын
Glad you enjoy it my dude :) Loved your recent one about buoyancy!
@stevenholden6672 жыл бұрын
I can't seem to get the refraction as seen at 3:20 working on UE 5.0.1. I have set up everything as seen on here, but it will not work, and my object is completely transparent with no fresnel. Everything works up to this point though.
@stevenholden6672 жыл бұрын
After trying everything, I realized my scalability was set to medium. Refractions only work on scalability of high and above.
@dead76432 жыл бұрын
@@stevenholden667 I spent about an hour trying to find the error
@balintlakatos75333 жыл бұрын
Obviously I find this after sweating blood with a home assignment regarding the exact same topic. Nice video ^^
@PrismaticaDev3 жыл бұрын
Haha better late than never! :P
@killrblue2 жыл бұрын
Love your videos, you’re easy to understand and the music in the background is so soothing
@TheSiloZen Жыл бұрын
Love this tutorial, made so much stuff clearer, thank you!
@bass-dc9175 Жыл бұрын
3:50 Also very good for shockwaves for VFX.
@emmlenius41673 жыл бұрын
Well done your super underrated
@PrismaticaDev3 жыл бұрын
I appreciate that :) Don't forget to share with a friend!
@mitchellrcohen2 жыл бұрын
Love the “RuneScape” in the list of gear 😂. Very solid tutorials my dude
@dawidgrobert3 жыл бұрын
I love your videos, thanks for your work.
@PrismaticaDev3 жыл бұрын
No worries at all! Glad you're enjoying :)
@yamasaa3 жыл бұрын
Wow.. that's an amazing node, I'm gonna play around with it as soon as my Trello allows me to 😆
@johnp31033 жыл бұрын
Loved it! Just what I was looking for,. Liked and subscribed!
@draicor2 жыл бұрын
Liked and subscribed with all notifications on the bell! Amazing content my friend.
@lilouhaefner33523 жыл бұрын
1:25 I don't know what happens behind the scenes for the fresnel node. If it uses a saturated dot product, though, the point on the mesh directly opposite the camera should be 0. This is because a vector AB doted with a vector BA returns a negative value, and the saturation clamps to a min value of 0. 3:25 You can actually see this here. The refraction is the least on both the area of the mesh facing toward the camera and the area of the mesh facing away from the camera. Just in case anyone needed to know. However, it probably won't matter if your material isn't two-sided.
@sergiogonzalez26113 жыл бұрын
thank you man you are very kind
@PrismaticaDev3 жыл бұрын
No worries at all :) hope this helped!
@Fokkusu3 жыл бұрын
Fresnel is so cool, thanks you for explaining the node ^-^,
@PrismaticaDev3 жыл бұрын
Hope it comes in handy m'dude :)
@Fokkusu3 жыл бұрын
@@PrismaticaDev oh it does, for Djinniya's Lamp we have in the throne room the ceiling that is glass and we have a parallax texture with space and stuff on it, we didnt have a good glass solution for the ceiling and the Fresnel literally saves the day :D
@atique25453 жыл бұрын
dude I am your biggest fan.
@PrismaticaDev3 жыл бұрын
Your support is always appreciated
@conniebarker32282 ай бұрын
thank you
@craftedterrains3036 Жыл бұрын
i use the fresnel node on foliage - the further away something is, the darker they look. but thanks for the educational video :) got the idea from watching this video
@IrocZIV2 жыл бұрын
Not sure what my issue was, but if someone else using UE5 can't get this working, try making a Material Instance and using that before you try and trouble shoot too much.
@emorange3 жыл бұрын
Great presentation and BGM :)
@murnoth2 жыл бұрын
"All the lost souls" lmao!
@LookItsCollin3 жыл бұрын
Have no money to give but fyi when I click the patreon link I get a 404. I can get to your page by fixing the url but the default link seems broken
@PrismaticaDev3 жыл бұрын
Cheers for the heads up! I'll look in to it :)
@hearthunter80295 ай бұрын
In the end, music from final fantasy 7. Square Enix, where are you?
@notfabiantapia89423 жыл бұрын
One of your videos kept popping up on my recommendations for more than a month and I was about to block this channel. I clicked it, and omg was I wrong? Finally youtube nail it, your videos are so perfect 100 out of 10! ❤❤❤❤
@PrismaticaDev3 жыл бұрын
BRUH! Hahaha KZbin coming in clutch for once :) I'm glad my thumbnails are eye-catching enough to become annoying
@bersK003 жыл бұрын
That FREZNEL node seems pretty neat, eh.
@PrismaticaDev3 жыл бұрын
Freeehhhznelll mate!
@ilancohen71223 жыл бұрын
thanks for the tutorial. how to use Fresnel with alembic file import as a geometry cache? it seems to overlook the camera viewing angle. I've imported a rotating and deforming mesh as a geometry cache and when its rotate the Fresnel effect is rotating along with the mesh. I'm looking for a node that keeps the Fresnel at the viewing angle. any suggestion?
@magnuswootton61814 ай бұрын
fresnel actually controls subsurface scattering.
@潘峥-y2p Жыл бұрын
Love your videos,love your cat 可爱猫咪
@maximkostindev3 жыл бұрын
how did you made this panning souls? Im struggling with this fake depth material, hope you know the solution. Earned my sub! Keep moving!
@PrismaticaDev3 жыл бұрын
Released a video a couple of days ago about BumpOffset that goes over exactly this - check it out! :)
@maximkostindev3 жыл бұрын
@@PrismaticaDev thanks buddy! Waiting you to reach 100k next few months!!!
@PrismaticaDev3 жыл бұрын
@@maximkostindev Hahaha maybe in a decade or two :P
@alejandrocambraherrera82423 жыл бұрын
I have no idea how fresnel actually works in UE4, but my guess is that it simply calculates the inverted dot product of camera vector and surface normals (1 - dot(a,b)). Assuming Iʼm correct, what happens in the face of the object that you donʼt see would be exactly the same as what happens in the face you do see.
@PrismaticaDev3 жыл бұрын
Haha I figured as much - but there's no way to REALLY know... right? ;)
@alejandrocambraherrera82423 жыл бұрын
@@PrismaticaDev Does a falling tree make a sound if nobody is there to hear it? 🤔
@svens37225 ай бұрын
0:53
@PhantomZtryker3 жыл бұрын
Would be slightly better if you didn't block so much of the screen with foreground elements.
@PrismaticaDev3 жыл бұрын
Very good point, although the trees are there to block the ugly black box since I use an Ultrawide 2K monitor which is TERRIBLE for video/streaming hahaha. I might stick to a 1080 crop in the future but then Ill always end up saying ‘you need to go to the dropdown menu on the left and click THIS’ without realising no one can see it
@PhantomZtryker3 жыл бұрын
@@PrismaticaDev That's fair. Good tutorials either way. Thanks.
@shaman48743 жыл бұрын
Physics - Critical angle and total internal reflection
@architect112 жыл бұрын
The people remind me of Muse's Absolution album cover.
@PrismaticaDev2 жыл бұрын
That's actually what the original texture is hahaha