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Gaea - Seamless Rock/Gravel Texture Generation
17:19
8 месяцев назад
Unreal Engine 5.3 - Sparse Volume Textures (VDBs)
27:57
11 месяцев назад
Комментарии
@mattacreates
@mattacreates 8 часов назад
This is awesome! Sine is actually from -1 to 1 for everyone who may have run into issues experimenting. Use a ConstantBiasScale to adjust it to 0 to 1 or add 1 divide by two . Doing that messes with the above results though but just an fyi.
@renderbucket
@renderbucket 4 часа назад
That ConstantBiasScale is a really good tip! I have a correction in the description about the range of sin. But for some reason that correction isn't popping up on the video. When using those values as a mask it usually wont matter if its -1 or 0 vs 1 or 100 it will produce the same output. But It is much more proper to use the ConstantBiasScale as you mentioned or at least throw a Saturate or Clamp node on the sin curve to clamp it between 0-1. Thanks for suggesting this.
@mendeleev_9H2PDsgXu7NmphCUEH
@mendeleev_9H2PDsgXu7NmphCUEH 11 часов назад
I will love you even if you will be a worm. I got the point of the video))
@rifat.ahammed
@rifat.ahammed 14 часов назад
Great
@jamaalsineke2405
@jamaalsineke2405 День назад
Awesome series. I wanted to know if you can add physics to instanced static meshes for example a brick and then make a breakable wall with the instanced bricks?
@jamaalsineke2405
@jamaalsineke2405 День назад
Thank you for this awesome tutorial. If I fracture an item in chaos how would I bake the individual pieces as static meshes and put them together in an Actor BP?I ask because I want to hide pieces of my meshon impact and spawn a niagra particle at the impact point. Im really new to Unreal so maybe you covered this in this tut and it just went over my head
@kestrelkreates8496
@kestrelkreates8496 День назад
Great tutorial! I just have one problem though, for some reason i'm not getting that outputr16 (i think thats what its called?) file
@jamaalsineke2405
@jamaalsineke2405 День назад
Hi Mr Bucket, amazing tutorial. I'm really new to Unreal and coding in general. my question is this Python export function version reliant? Can I write this for blender 4 or was this coded with Blender 3 in mind?
@Fingle
@Fingle 8 часов назад
That would depend on whether the blender python syntaxes has changed at all. For something as simple as this (just grabbing the selection, and copying basic metadata) I highly doubt there will be any issues. But if there are any issues, it's nothing chatgpt won't fix in a few seconds 😅
@jamaalsineke2405
@jamaalsineke2405 7 часов назад
@@Fingle Thanks for your prompt reply I appreciate you taking the time to get back to me
@Fingle
@Fingle 5 часов назад
@@jamaalsineke2405 baaah, Im just passing through and saw it was a recent comment. Good luck with your Unreal and coding journey!
@KostasOreopoulos
@KostasOreopoulos 2 дня назад
First of all, thank you for this series. Its a great help. Especially these raymarching part! Continuing from the previous video. 1. float3 rayOrigin = -(viewDirection - worldPosition); // we start the ray from the camera to the object 2. float3 lightDirection = normalize(lightPosition); 3. float3 reflection = reflect(-lightDirection, normal); // this is because we actually had defined light position, so the normalized vector we have is from the origin to the light, but we want it the other way around, thus the - in the lightDirection 3. float specular = pow(max(dot(reflection, viewDirection),0),16); no changes at all. viewDirection is the CameraVector.
@pxrposewithnopurpose5801
@pxrposewithnopurpose5801 3 дня назад
I AM SUBSCRIBING
@gaguto
@gaguto 3 дня назад
is it possible to have multiple ISM in a single csv file and to the same process? I have around 5-6 different meshes that i used to create a building, I would like to follow the same process in the video series, I would assume I need to specify in BP which ISM to instance and I would need a index specifying that, how can I export that information from maya ? would I need to create a specifc index telling which mesh is where ? if i use mesh instance in maya already can i get that information to the data.csv? thanks for the video, very clear and concise!
@pxrposewithnopurpose5801
@pxrposewithnopurpose5801 3 дня назад
bro got infinite iq
@robertomachado7581
@robertomachado7581 3 дня назад
...it would be great if you would consider putting out a full paid course on blueprints for animation in cinematics. The nodes you use are just a mystery for the uninitiated. RU-vid channel Ask a Dev has a course of the like, but it is geared towards gaming. I can't follow his thing; it is just unbearably boring for me. And full of irrelevant nodes, since I immediately change sidewalks when I see a video game coming my way. Please consider. Cheers!
@Borszczuk
@Borszczuk 3 дня назад
You may want to at least add kinda overlay over your mouse pointer as it's pretty tiny and hard to see when not full screen
@KostasOreopoulos
@KostasOreopoulos 3 дня назад
I think the first line `rayOrigin` is "wrong". Initially, we had viewDirection - worldPosition, which was a vector from the origin to the tip of the -viewDirection vector. The opposite of that is just worldPosition - viewDirection, the +1 makes no sense. It just offsets the world Origin by (1,1,1). It looks "the same" but mathematically its wrong. Unless I am missing something.
@robertomachado7581
@robertomachado7581 3 дня назад
This is one of the best teachers I've ever found here. Awesome teaching skills. Well-paced explanations. Truly praiseworthy. A million thanks!
@MaciejFrolow
@MaciejFrolow 3 дня назад
Great tutorial but it doesn't work on GAEA 2.0 no slopenoise node in it. How to do that with the new too version ? Thx!
@kennykenken4567
@kennykenken4567 3 дня назад
Is there a way to write the HLSL code directly in vs code(without having to copy paste back and forth)?
@nicosteyl3709
@nicosteyl3709 4 дня назад
This is a great tutorial on the render graph, but the post process material only renders when using JPG. When using EXR or PNG, everything renders fine except the post process pass, which renders blank. Do you have a tutorial on how to render out the shadow pass as a transparent PNG that is usable in an after effects composite without having to unmult or remove a rasterized jpeg alpha?
@mikkotorvinen9749
@mikkotorvinen9749 5 дней назад
Haha awesome
@nickharding7078
@nickharding7078 5 дней назад
I have a question, as this material can be used on any shape, say i use it on a plane which would be two triangles, would this be better performance than using a sphere, say 10,000 instances of each, which would be better a sphere or a plane using this material?
@renderbucket
@renderbucket 5 дней назад
Would have to benchmark it to be sure, but I assume if your utilizing Nanite or LODs the Geo might be a better choice. Mainly because you would have more direct access to the surface for collisions/shading.etc. And GPUs can handle geometry pretty easily now days. The approach of raymarching would maybe work better for gooey liquids or things that might need to be there bubbling around doing things but not necessarily interacting with the world. Nebulas, Clouds, those things are often done with Raymarching.
@nickharding7078
@nickharding7078 5 дней назад
@renderbucket ok so if I'm doing Geospatial stuff and instancing the mesh then this would be a good choice
@wormjuice7772
@wormjuice7772 5 дней назад
I gotta say, i like this tutorial.
@Billary
@Billary 5 дней назад
This is so cool!
@julche12
@julche12 5 дней назад
Hi, Thank you very much for the informative videos. I have a question about the application of what is shown here. For example, if I recreate the smiley and assign the light function to a rect light, then unfortunately the rect light does not project the smiley, but a white area. the black pixels of the 5x5 array are displayed minimally small, so that they cannot be recognized, the white pixels then take up the remaining space of my light. How can I make sure that all the pixels are the same size and that the smiley is projected onto the wall by my light?
@renderbucket
@renderbucket 5 дней назад
Light Functions are generally used to adjust the Scale/Falloff of a Light or Intensity/Animation. If you have a Texture in a Light Function it should behave the same as our HLSL Code that Generates the Smiley Face. Try adjusting the Light Function Scale Control under the Light Function Material. This will allow you to Size Down or Size Up the Texture/Smiley Image. You will notice the Smiley then will show up but it won't tile the same as a Texture in X,Y. This is because to ensure proper tiling we have to make sure the UVs wrap/tile seamlessly. We can modify the code like this to do that. --- int gridArray[5][5] = {{0,0,0,0,0}, {0,1,0,1,0}, {0,0,0,0,0}, {0,1,1,1,0}, {0,0,0,0,0},}; float2 uvGrid = floor(uv*5); int x = int(uvGrid.x) % 5; int y = int(uvGrid.y) % 5; x = (x < 0) ? x + 5 : x; y = (y < 0) ? y + 5 : y; return gridArray[y][x]; --- Try that and set your Light Function Scale to something like 150,150,150. 😃
@julche12
@julche12 4 дня назад
@@renderbucket hey thanks for your reply. it worked. i guess i just have to learn more about what exactly which option, input and variable does.
@jrp1021
@jrp1021 5 дней назад
Great tutorial. Learned several new things
@_Thri
@_Thri 5 дней назад
What a fun tutorial!
@bencsizy2559
@bencsizy2559 5 дней назад
Leaving a comment just for the algorithm. Cool tutorial, keep up the good work!
@3dfromzero
@3dfromzero 5 дней назад
FANTASTIC!!! Thank you!!👍👍👍
@nova6253
@nova6253 5 дней назад
Your tutorials are pure GOLD, Thank You!
@_Clivey
@_Clivey 5 дней назад
I agree, there is so much variety in the tutorials and they are detailed / explained really well.
@ThadeousM
@ThadeousM 6 дней назад
Does HLSL provide performance benefits over nodes?
@renderbucket
@renderbucket 6 дней назад
Not really, if you can do the same thing with Nodes. Probably better to do it with Nodes in most cases. Some of the nodes in Unreal are really just using HLSL if you go into them. But there are many things you can do with HLSL that aren't possible in Nodes in Unreal. It also sometimes can be way easier to do things with code than tons of nodes. So its really more of compliment to working with nodes for the basic/intermediate side of things. And on the very advanced end of things you can go as far as creating compute shaders or fully custom materials. HLSL is also not just a Unreal thing it can be used in Unity or any other Game Engine running on DirectX. It is also very similar to GLSL, so learning one or the other you kind of learn both.
@williamminnaar6311
@williamminnaar6311 7 дней назад
Hi there - How would I fill a sphere with fluid and then have the water explode out towards the camera? Thanks kindly!
@digitalartworm
@digitalartworm 11 дней назад
i ADDED THE SET MATERIAL NODE AND SELECTED THE M,ATERAIL AS YOU SHOW BUT IS SHADES THE ENTIRE CUBE NOT THE VOLUMECLOUD - ANY IDEAS? - SORRY ABOUT CAPS MY KEYBOARD IS BROKEN!
@Glowbox3D
@Glowbox3D 11 дней назад
Very useful and straight-forward tutorial, thank you.
@tiagoandrade605
@tiagoandrade605 11 дней назад
great stuff!! how could I achieve a top down biome change? from a snowy area at the north of the map, towards a hot and dry in the south. Any idea?
@Sloganlogo
@Sloganlogo 11 дней назад
Having fun follwing this Tutorial with Gaea 2.0 so far I've been able to do it...
@JesusIsRealJ1247
@JesusIsRealJ1247 12 дней назад
If only Epic had purchased "Allegorithmic" and not Adobe...
@eclecticgamer5144
@eclecticgamer5144 12 дней назад
Why not just make mirrorstep Int? Then you can delete the "floor". Also, You can simplify "Amplitude = Amplitude * PI" To "Amplitude *= PI"
@Ionixx9
@Ionixx9 13 дней назад
Your channel rocks! I just subscribed but I've been watching it for years. Keep it up! You cover these topics so well and its very much appreciated.
@erban.3d
@erban.3d 14 дней назад
Yet i have a question. I cannot render this even if its perfectly normal in veiwport? it crashes. any solutions?
@renderbucket
@renderbucket 14 дней назад
Part 02 of this Video can be found here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2Ebu2Yp8e24.html
@gaguto
@gaguto 15 дней назад
That's gold information, thank u so much
@ruelsabijon3350
@ruelsabijon3350 15 дней назад
Amazing...thank you.
@raf6738
@raf6738 15 дней назад
Thanks a lot ! I don't know why I'm getting this error message "Error: r.AllowHDR is read only!", when I try to put the command "r.AllowHDR=1" in the console... If you have any idea, thank you in advance ! :)
@renderbucket
@renderbucket 14 дней назад
You might have to enable it through the ini file in the project folder. Sometimes Unreal doesn't let you change certain variables within the editor.
@raf6738
@raf6738 14 дней назад
@@renderbucket Yes, this way it seems to work, I was just curious to know why it's not in the console 🙂 Anyway thanks again, your video is THE solution I've found to successfully enable HDR in my UE project 👍😁 What render settings are you choosing to render/export a movie sequence in HDR in Unreal ?
@kitbash9879
@kitbash9879 15 дней назад
Thank you! This helped me solving my problem with custom hlsl!
@kitbash9879
@kitbash9879 15 дней назад
Thank you! This helped me solving my problem with custom hlsl
@user-sd2hx7zk2z
@user-sd2hx7zk2z 15 дней назад
Rip if he didn't make it but good thing we didn't go there 👍👍👍👍🫡🫡🫡🫡
@coupeL0VE
@coupeL0VE 16 дней назад
wow thats creepy
@JasonAdank
@JasonAdank 16 дней назад
does this also catch indirect / gi shadows?
@DaDarkDragon
@DaDarkDragon 17 дней назад
blender has circle nodes now? lol
@Deiollymous
@Deiollymous 14 дней назад
Just press H on the node
@crisislab
@crisislab 17 дней назад
You should do a next-level tutorial showing how to do the City Sample-style office interiors, with occluding geometry. :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xLVJP-o0g28.htmlsi=Kl3PwheMQFhCZ4CL&t=2378
@muhammadnajamulislam2823
@muhammadnajamulislam2823 17 дней назад
nicely explained ❤