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Single Layer Water | 5-Minute Materials [UE4/UE5] 

PrismaticaDev
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Today we're looking at the Single Layer Water shading model in Unreal Engine! (also known as singlelayerwater). This shading model is unique as it looks completely translucent, but is actually opaque due to a separate pass being rendered. This can be used for things like water, interactive water, rivers, oceans, glass, crystals and much much more, since it also factors in refraction!
Enjoy!
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)

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29 сен 2024

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Комментарии : 315   
@youth20003
@youth20003 3 года назад
this channel has honestly become a gold mine about niche UE4 topics and I'm here for it
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha hope you're looking forward to more nuggets!
@luanabianco5827
@luanabianco5827 Год назад
In UE 5.1 you need to disable nanite for the water plane, otherwise it will cause the engine to crash
@1Uik1
@1Uik1 Год назад
OMG! thanks :D
@mick0978
@mick0978 Год назад
Thanks for heads up
@TuxedoVaileGAMES
@TuxedoVaileGAMES 9 месяцев назад
Do you know if that's still an issue in 5.3? I intend on using nanite for my project if possible.
@void9853
@void9853 9 месяцев назад
Thank you! By the way, if you use 0 for metallic, specular and 1 for roughness, the number of instructions will be significantly reduced for stylized water
@rauljaramillo923
@rauljaramillo923 3 года назад
Both educational and entertaining :) Thanks Charlie!!
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha I'm glad to hear it! You're very welcome :)
@KaustavMajumder
@KaustavMajumder 2 года назад
Folks at the UE Streams should learn a thing or two from you. Straight to the point. No bullshit.
@Fokkusu
@Fokkusu 3 года назад
that was an excellent video, I'm going to be testing this shader on vr with forward shading and see what happens :)
@PrismaticaDev
@PrismaticaDev 3 года назад
Oooh yes! Please let me know how it goes - hopefully it's a great alternative to Translucency
@Fokkusu
@Fokkusu 3 года назад
@@PrismaticaDev sure! I will do it today
@Fokkusu
@Fokkusu 3 года назад
I did it and shared it on the discord, for anyone reading this, yes this water is cheaper than traslucent water, specially in forward rendering, and looks perfect in VR
@AlvaroRealtimeMayhem
@AlvaroRealtimeMayhem 3 года назад
Dude, this is gold.
@Nimasti
@Nimasti Год назад
Awesome tutorial, thanks you :D you gained a subscriber.
@albertusugd3100
@albertusugd3100 Год назад
Can someone tell me how did he reduced the base pass shader count from 608 to 133 in minute 7:59?
@PrismaticaDev
@PrismaticaDev Год назад
If the opacity is a constant 0 or 1, it doesn't have to render both "versions" of the shader.
@PrismaticaDev
@PrismaticaDev Год назад
Also, only using one of Absorption/Scattering will reduce the complexity as well. Keep in mind, however, that instruction count isn't a very accurate way to measure performance of a shader since all instructions have different costs (an Add an a Texture Sample are 1 instruction each, but one may be 100x more expensive than the other)
@albertusugd3100
@albertusugd3100 Год назад
@@PrismaticaDev can i send you a screenshot of what im working on? i still have like around 700 instructions
@PrismaticaDev
@PrismaticaDev Год назад
@@albertusugd3100 700 is quite normal for a SLW shader. If you're using unreal 5 they might have changed the way the instructions are calculated (more accurate to performance etc) Feel free to chuck a screenshot in the discord :)
@IRONFRIDGE
@IRONFRIDGE 3 года назад
That’s nice 🙂. Works with forward shading?
@PrismaticaDev
@PrismaticaDev 3 года назад
I THINK so, but I'm not 100% sure. It might say in the documentation somewhere but I would have to test to find out
@jayagusto9409
@jayagusto9409 Год назад
This is usefull... however... is there a good way to do rivers on a gaea landscape... the ue5 water system is tedious for this job.... and modeling it in blender gives good results but a 14 gig file :/
@g4lstudios621
@g4lstudios621 2 года назад
its better now but still cant get an object to have ripples interactions
@johninglis2622
@johninglis2622 2 года назад
how do you get the foam to work so that it would only around object such as a rock?
@scav3167
@scav3167 2 года назад
You could most likely use the same effect as the ripples. using get nearest surface and plugging it into the opacity.
@Deathend
@Deathend 2 года назад
If you don't include fishing in your game I'm going to be quite upset.
@PrismaticaDev
@PrismaticaDev 2 года назад
It wouldn't be an RPG without some sort of fishing minigame, right??
@colmantrasscinniro2901
@colmantrasscinniro2901 2 года назад
Anyone having trouble with the refraction moving the whole plane: You need to activate "generate distance fields" in PROJECT SETTINGS, too! It is not default active in higher versions of unreal. Greetings :)
@AhviMa
@AhviMa 2 года назад
Thank you Legend :>
@HatPeasyCat
@HatPeasyCat 2 года назад
still have flickering after i turned it on ....
@MichaelMurphy-tl6cx
@MichaelMurphy-tl6cx 2 года назад
What fixed this shadow/refraction jumping issue for me was making sure whatever ground geometry is under the water plane has affect distance field lighting set to false.
@pietpanzerpanzer5335
@pietpanzerpanzer5335 2 года назад
Press 1 and left mousebutton to create a Note. You can also use 2 or 3. In case someone didnt knew that.
@TajaSukarya
@TajaSukarya Год назад
thank you
@samulivalkama8617
@samulivalkama8617 Год назад
Exactly this. Thanks!
@xShantkax
@xShantkax Год назад
my saviour!
@snivilis
@snivilis Год назад
Literally came in the comments to look for this. Life saver
@LiMaking
@LiMaking Год назад
thank you I actually got pissed he didn't tell how wtf he did at the second node.
@rickfuzzy
@rickfuzzy Год назад
Got a tip for you. If you use a one minus after your absorption then you can actually choose your water colour exactly in your instance, rather than always working with opposites..
@PrismaticaDev
@PrismaticaDev Год назад
Haha I don't know why I hadn't thought of that before!
@pattyb_117
@pattyb_117 5 месяцев назад
For anyone coming across this video with 5.4 and doesn't see their ripples, I believe refraction is disabled by default? If it is disabled, you can search "Refraction" in the materials details panel and select "Index od Refraction" from the drop box and you should be gucci
@mehface
@mehface 4 месяца назад
hmm this didnt work for me.
@OreoRobDog
@OreoRobDog 28 дней назад
@@mehface me either
@DuckJohnn
@DuckJohnn 8 месяцев назад
For me, the "DistanceToNearestSurfase" doesn't work like in the video. Whole water area just bounces. Turning "generate distance fields" on doesn't help.
@sachaleighton2518
@sachaleighton2518 8 месяцев назад
I have the same issue!
@bobcharlotte8724
@bobcharlotte8724 3 года назад
Epic: "Check out our new water system in 4.26!!" Charlie: "Nah, ill just make something more simple and easy while also looking awesome."
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha I love making things from scratch because it's much easier to make it do specific things, where as using the pre-existing stuff often comes with limitations since they were specifically designed for a specific use case
@bobcharlotte8724
@bobcharlotte8724 3 года назад
@@PrismaticaDevAnd it makes it easier to adjust since you know how it was put together.
@PrismaticaDev
@PrismaticaDev 3 года назад
@@bobcharlotte8724 That's exactly right :) It's always worth having a go at DIY
@ShinzuMusic
@ShinzuMusic 2 года назад
I have this issue in VR mode with my quest 2 where there's glitchy lines on the water & the reflection is so off. Looks great when simulating in Unreal but when I put the VR headset on it looks weird and laggy. Would you happen to know why? It's a custom water plane, nothing too fancy. Thanks! 🙂
@Luna010113
@Luna010113 Месяц назад
Refraction is not fully supported for Mobile/Quest platform, mostly its faked with cubemaps
@TheGuyWithWifi
@TheGuyWithWifi 2 года назад
where di dyou get the texture sample from for the colour scale behind water bit at 4:30
@PrismaticaDev
@PrismaticaDev 2 года назад
It's just a cloud noise texture that I made in photoshop. You should be able to find some in the engine files :)
@TheGuyWithWifi
@TheGuyWithWifi 2 года назад
@@PrismaticaDev yeah I realised afterwards, I’m getting back into the whole dev thing after a pretty long break. 😅 Thanks tho
@vaclavfliegel703
@vaclavfliegel703 3 года назад
If you still have some issues with the refraction, you can alternatively change Index of Refraction to Normal Pixel Offset in the material settings which distort the picture based on the normal map. It is not physicaly accurate by any means and without normal map it does nothing (not great for still water) but it does not have the weird reflection artifact near the shore. See UE4 documentation.
@asimplemotionua
@asimplemotionua Год назад
Finally i've found a great explanation how to work with single layer water, not with experimental water plugin (UE5, it's very buggy at the moment).
@Fuzmonster59
@Fuzmonster59 Месяц назад
How about you show the whole code you have at the end, let alone how each part is done, not just what it does...
@PrismaticaDev
@PrismaticaDev Месяц назад
The 'whole code' isn't important, it's the individual parts that my videos are about. The aim is to learn the tools and apply them yourself :)
@baulator
@baulator Год назад
Great Video! Can you please make a video about flowing water like we can see in the background? 0:40
@bronsoncjmj
@bronsoncjmj 2 года назад
Just wondering how you got the zeros to come up with just a click? I can't seem to find an answer online so I'm guessing it was a hotkey? Thanks in advance and I appreciate the uploads!
@bronsoncjmj
@bronsoncjmj 2 года назад
Nevermind, the Unreal Engine 5 facebook group had the answer. Just hold 1 and left click the grid pattern in the material window :)
@PrismaticaDev
@PrismaticaDev 2 года назад
@@bronsoncjmj Was just about to answer but you've already got it! There are a tonne of useful little shortcuts like that
@bronsoncjmj
@bronsoncjmj 2 года назад
@@PrismaticaDev thanks!
@bernardvezina-gagnon24
@bernardvezina-gagnon24 10 месяцев назад
My refraction is disabled In the Mat , even with the distance field in settings ON , any ideas on how to fix it ?
@SamPandaSam
@SamPandaSam 3 года назад
Really appreciate these little videos. I've been working on my project for years and have a spline-based procedural river system which is an absolute nightmare - one of the biggest headaches was that overlapping polygons and whatnot of the meshes would cause artifacts cos of the translucency doubling up. Never knew about single layer water as an option, and this video made it very clear and succinct how it works - and since it's actually opaque it doesn't cause the artifacts. Of all the dev channels I follow, yours is the one that consistently helps me in my project the most, and I'm really impressed with what you've done with your own game. Thanks for this
@PrismaticaDev
@PrismaticaDev 3 года назад
Yes, it's absolutely perfect for doing things like waves and avoids overlap! I appreciate the really kind words :)
@Urammar
@Urammar 3 года назад
Literally how dare you be this good.
@PrismaticaDev
@PrismaticaDev 3 года назад
I'm sorry :((( I just have too much spare time haha
@jayjaygolden5123
@jayjaygolden5123 2 года назад
where did you find the texture for caustics?
@bringfire
@bringfire 2 месяца назад
Do you know if there's a way to tune the Fresnel angle within a material using the Single Layer Water Shader? I want my reflections to be more prominent at steeper angles of view. Love your content, btw...some of the best on YT!
@siddheshanbhavane3015
@siddheshanbhavane3015 7 месяцев назад
Will this material work o For android platform??
@PrismaticaDev
@PrismaticaDev 7 месяцев назад
I'm not 100% sure - you'll have to check the documentation or give it a try yourself :)
@jankystreams3337
@jankystreams3337 Месяц назад
Hey Charlie, how did you go about making the sparkles in your water?? I think it looks amazing and I would love to do something similar.
@DatPhan-uo7ep
@DatPhan-uo7ep 11 дней назад
question but where did you download cloud noise?
@PrismaticaDev
@PrismaticaDev 10 дней назад
Hello - I created it in Photoshop a while ago, but there are plenty of free noises on the internet. You can also create custom noise using Quixel Mixer and other material design apps
@PrismaticaDev
@PrismaticaDev 10 дней назад
Oh and there are a few floating around in the engine files themselves :)
@armaanc.684
@armaanc.684 3 месяца назад
For anyone who is encountering weird issues, i.e., normal maps not working, make sure you have the refraction method set to Index of Refraction in the material details.
@OreoRobDog
@OreoRobDog 28 дней назад
how did you make that celshader
@PrismaticaDev
@PrismaticaDev 28 дней назад
Check out my cel shader video :)
@cbgalea
@cbgalea 3 месяца назад
UE 5.3 when i put opacity no matter what color I use in base color it always show black. anyone with the same problem?
@grixxy_666
@grixxy_666 2 года назад
Bro. Better results in 3 minutes than an hour and a half epic live stream. Immediate sub.
@Alina-ve1mc
@Alina-ve1mc 3 месяца назад
I felt educational entertained. ;D Thank you for helping out! :))
@QuiteDan
@QuiteDan 8 месяцев назад
D-Distance to nearest surface??
@okamitsu7930
@okamitsu7930 Месяц назад
That tutorial is really cool but, have a lot of cut and a lot of node appears, i'm a bit lost even if i can have a good water at the end without all that new nodes
@snyyx
@snyyx 8 месяцев назад
But then how do you remove the shadows on it? Cause now shadows are just cast like any opaque materials
@PrismaticaDev
@PrismaticaDev 8 месяцев назад
Set the Opacity to 0. The "Opacity" means the surface opacity, not the water opacity.
@snyyx
@snyyx 8 месяцев назад
@@PrismaticaDev but I use the opacity for the cusp with distance to near.. Since 0 opacity doesnt show the color, i use the distance as an alpha
@PrismaticaDev
@PrismaticaDev 8 месяцев назад
@@snyyx the colour of the SingleLayerWater type comes from the Absorption values, not the Base Colour. The Base Colour denotes the colour of the surface of the water
@HotDumpsterCrab
@HotDumpsterCrab 3 месяца назад
Wow! I'm just desperate to know how you make the full ocean material.
@OreoRobDog
@OreoRobDog 28 дней назад
the little waves on the edge of the water is there BUT its soo small idk how to make it more visible
@markelishaev617
@markelishaev617 3 года назад
Great content! Do you think that ~600 instructions is good? I also couldn't find a way to reduce it with dynamic water.. Also, in the last part of the video I don't know if that was the same material, but you had there 200 instruction with what seemed like the same result, how come?
@PrismaticaDev
@PrismaticaDev 3 года назад
Heya Mark! I wouldn’t get hung up too much on Instruction Count - it doesn’t take instruction complexity in to account so it can be quite misleading. SLW is also opaque so it doesn’t result in any overdraw/rendering pixels twice. As for the instruction difference later on, it might have been when I enabled/disabled Scattering
@levinqu7192
@levinqu7192 2 года назад
Hey, I'm using UE4.27. When I give 1 to the base color, and give a texture to opacity, the color is black. I noticed you have got white wave in your tutorial. Do you know why is this situation?
@charlessnix7547
@charlessnix7547 2 года назад
same question
@charlessnix7547
@charlessnix7547 2 года назад
found it after commenting; make sure your base color value is 1
@Axeinus
@Axeinus 2 года назад
@@charlessnix7547 I could not figure this out. I was trying to use the cel shading and incorporate the water shading and it just wasn't working. I'm finding that 0.7 is giving a nice effect thanks to your comment
@somni4516
@somni4516 Год назад
@@charlessnix7547 Thanks man
@thumbsup08
@thumbsup08 2 года назад
Awesome Vid! How do I put it on the world space?
@Notus29
@Notus29 5 месяцев назад
what about the. physic on the plane how are you able to walk thought it like water
@morganlak4337
@morganlak4337 2 года назад
So glad you made this, translucency is just not very good with the cel shader and my game is stylized so I was just not going to have translucent water but this looks great and I think refraction and "translucency" will look way better in my game overall
@666nevermore
@666nevermore Год назад
Refraction must go 1.33, the reason you see it wrong is because on the root is default “index of refraction” but you have to select the second option which is more fitting for larger surfaces like water
@jamesgabor9284
@jamesgabor9284 3 года назад
Im a new subscriber bc this seems like such a good game!
@PrismaticaDev
@PrismaticaDev 3 года назад
Thanks James
@iendrin9152
@iendrin9152 3 года назад
I was in a hurry once (school deadline) and needed a shallow stream for a small ditch, which i tried to follow Ben Cloward's huge water series to do lmao, this would've been perfect to do instead... 😂 Your channel has taught me more about shaders with this little series than my school ever will tbh. (Edit: Ben's channel is great btw, just in case it came across differently)
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha it's apples and oranges - there are always multiple ways to do anything! And I love Ben's videos myself, he's an incredible presenter :)
@tazz1226
@tazz1226 8 месяцев назад
water in my case (i like to experiment), but even following your steps its too bright?, reflects quite a lot ands looks like mercury, i had to play around rougness but doesnt look not even 1% as good as yours, weird ue 5.2
@PrismaticaDev
@PrismaticaDev 8 месяцев назад
It might be the Opacity? Try setting it to 0 and then play around with it from there
@okaydude5782
@okaydude5782 2 года назад
how are you able to just bring up the parameters boxes without right clicking?? im curious of the shortcut key
@guilhermenaco
@guilhermenaco 2 года назад
1,2,3 = Constant Vectors / S and V=Parameters / A,D,M,S = Math Operations / T = Texture Sample and so on
@yunoswaifu
@yunoswaifu 3 года назад
Thank you! How do I make this work with my Celshade???
@PrismaticaDev
@PrismaticaDev 3 года назад
Is your cel-shader material-based or post-process based? If it's post process, it should just work by default :)
@yunoswaifu
@yunoswaifu 3 года назад
​@@PrismaticaDev It's post process but It was my bad!! I had a value 0 constant on my Base Color and my water was glowing ahaha. Sorry!! Nice tutorial, I'm learning a lot!!
@PrismaticaDev
@PrismaticaDev 3 года назад
@@yunoswaifu Ahhh yep, that would have been causing a Divide by 0 artifact haha. Glad you fixed it! :)
@archsteel7
@archsteel7 2 года назад
Bless this comment, was having the same issue. My base color was 0, which was messing up my cel shader and making it completely dark. Setting the color to 1 caused it to glow, but then setting specular to 0 fixed it for real.
@Orangefordays
@Orangefordays Год назад
How to work with Cel-Shader, it's just black?
@ErceninEskizDefteri
@ErceninEskizDefteri Год назад
My object turns black when I apply the material :(
@AlexandreCoulonOldChannel
@AlexandreCoulonOldChannel Год назад
Maybe you use a Param node instead of Constant node ?
@compadrelucas
@compadrelucas 2 года назад
this was NOT five minutes. but Thank you so much!
@neeedsmorebeer6573
@neeedsmorebeer6573 2 года назад
Great vid thanks! Unfortunately, the single layer water shading model does not appear to like being two sided. When I make it two sided and view from underneath looking up, it seems to black out the sky but everything else retains its base color. When I switch back to a translucent default lit shading model, the problem is no longer there. Any ideas if this can be rectified or is this just a limitation of the single layer water shading model?
@Neki2K1
@Neki2K1 Год назад
What do you think about Water System Plugin and Single Layer Water when applied to the game? I'm a newbie UE and am looking for information on water generation, so SLW will probably have better performance than WSP, but WSP probably has something for Epic to spend on building it, hope you can help.
@PrismaticaDev
@PrismaticaDev Год назад
I haven't actually used any water plugins before unfortunately - I've always just used simple planes and splines for my water. However I'm sure there are some resources about alternate methods and their pros/cons
@Paulo_Dirac
@Paulo_Dirac Год назад
Came for shader stuff, watched the cat all along
@victorthebard240
@victorthebard240 2 года назад
Got to say I really love your videos! It helps me a lot in learning more about everything shader related into Unreal. I was wondering how did you manage to make your foam work around your character? (9:12) I tried some stuff like adding basic static meshs onto the character bones (since distance fields doesn't work with movable meshs) but I just can't figure it out! Do you plan to do a video on that? That would be awesome! :)
@PrismaticaDev
@PrismaticaDev 2 года назад
Heya Victor! The foam around the character is actually a completely different system that uses a render target and a depth capture - it's the exact same method as my landscape interaction stuff. I'll be making a video on it in the future :)
@victorthebard240
@victorthebard240 2 года назад
@@PrismaticaDev Thanks, I'll be checking your landscapes videos and keep on trying while waiting for new content! Keep up the great work, your channel is awesome!
@dayp5934
@dayp5934 3 года назад
Single layer water? Is it used for water shaders by any chance?
@PrismaticaDev
@PrismaticaDev 3 года назад
Hmmmm... Possibly. You never know for sure with Unreal though, right?
@okamitsu7930
@okamitsu7930 Месяц назад
4:50 where can i find that caustics effects
@imaginestudioet
@imaginestudioet 3 месяца назад
is this material mobile friendly
@acefp7547
@acefp7547 3 года назад
Water water water
@PrismaticaDev
@PrismaticaDev 3 года назад
water water water water
@alexanderalikin1210
@alexanderalikin1210 2 года назад
How would you go about adding reflections to the water? They don't work by default. The only way, as fa as I know for now, is by adding SSR reflections to your post-process volume which sadly prevents you from using Lumen reflections in your scene. Planar reflections also doesn't work on single layer water.
@nether6209
@nether6209 Год назад
Specular = 1
@alexanderalikin1210
@alexanderalikin1210 Год назад
@@nether6209 No smart ass. There was no reflections for the single layer water. But it has been added with the latest update of the engine around a month ago. Thank me later.
@nether6209
@nether6209 Год назад
@@alexanderalikin1210 ? what's the reason for rudeness? I was trying this today and your comment had no reply. You're a poor excuse of a human being. Also I have no reason to thank you.
@nether6209
@nether6209 Год назад
Oh wait I checked your channel and you look like a serial killer irl. No wonder.
@alexanderalikin1210
@alexanderalikin1210 Год назад
@@nether6209 The reason for my rudeness is the fact that your answer was useless and had nothing to do with reality and with what I initially posted.
@spencersine2723
@spencersine2723 Месяц назад
ty for this helpful tutorial!
@LiMaking
@LiMaking Год назад
and right at the second node I couldn't follow :/ wtf is the 0 node?
@PrismaticaDev
@PrismaticaDev Год назад
If you hold 1 and left click, you'll get a Constant scalar value. You can do the same for 2, 3 and 4
@kevinzawarrior
@kevinzawarrior Год назад
Whenever I connect the 0 value to the absorption coefficients my UE5 Crashes, is this a bug? Im new to UE5 and Ive come from unity so i dont know if im doing something wrong
@DreamweaverGameStudio
@DreamweaverGameStudio Год назад
same thing here
@DreamweaverGameStudio
@DreamweaverGameStudio Год назад
Searching through the internet, I discovered that my graphics card might not be 100% compatible with DirectX 12. I switched to DirectX 11 in the project settings, and it worked just fine. I hope it helps you as well.
@TilW
@TilW 3 года назад
0:20 cat vibing in the background
@PrismaticaDev
@PrismaticaDev 3 года назад
There are always cats vibing in my studio :P
@roblaatz4188
@roblaatz4188 2 года назад
Black and white caustic alphas aren't working great for me. Does anyone know where I can find one similar to the example in the video?
@PrismaticaDev
@PrismaticaDev 2 года назад
Hey Rob, if you're talking about the ripples, check out my Distance Fields videos for more info. If you're wondering about the texture I used for the the caustics example (ColourScaleBehindWater input) it's just a simple generated voronoi noise that has been inverted
@hkr1276
@hkr1276 2 месяца назад
@@PrismaticaDev Dude I cannot find an equivalent texture nor generate it to look generally the same no matter what I do. please please give us a download link
@PrismaticaDev
@PrismaticaDev 2 месяца назад
@@hkr1276 Do you mean the shader? This video is just a general overview - I don't usually do download links
@hkr1276
@hkr1276 2 месяца назад
@@PrismaticaDev I meant the textures that were used, specifically the water caustics voronoi inverted texture. All the samples I found online were too "plant cells" kind and not water caustics type, same with the cloud textures for the foam. If you could do a video on 'Making your own textures for UE5' or similar explaining these, that would also be fine
@_Caose
@_Caose Год назад
Since this shading model uses a custom render pass, it does not cooperate with "SceneTexture: DiffuseColor", which we use in Cel-Shading material. So, the water ends up being black when the cel-shader on. Anyone knows how one would fix this? I tried excluding the water part, by filtering it with "SceneTexture: ShadingModelColor". That prevents it being black, but not cel-shaded as well. -------- Also Hi Charlie, I worship you as an Unreal God. It's been a year since you uploaded this video, so I don't expect a reply; also not sure if you already show the solution to this somewhere else, but it would be good to see your solution.
@PrismaticaDev
@PrismaticaDev Год назад
Eyooooo - I'm not actually sure why it might be going funky, since it works fine for me (as you can see in the video) If you jump in our discord and post some screenshots of your material I'm sure we can figure it out :)
@_Caose
@_Caose Год назад
​ @PrismaticaDev Woah! You answered so nice, so quick. You are the best! Uh, after I tried everthing, I figured out that setting the base color to 0 is what causes the problem. It makes water's diffuse color 0, which destroys the cel-shader. You set it to 1, at some point of the video -5:55-, but you also say that It does not change anything, which it does. So, I didn't think that was the reason. I think, the base color of the water shader kind of works like "Cel-Shading Intensity". Like, 0 is "dont cel-shade",and 1 is "exaggerated cel-shade" (I modified the shader a little, '1' does not suit for me). Setting the color to something 0.2ish solved the problem. Regards. ♥
@GarethNN
@GarethNN Год назад
Fantastic video, thanks, you're a life saver!
@playcrate2932
@playcrate2932 8 месяцев назад
I have a problem with this "single Layer water" and my PostProcessVolume (CellShader+OutlineShader). Basically, this water surface overwrites the post-process effects.... How can I solve this problem?
@BecineStudio
@BecineStudio 7 месяцев назад
What a great tutorial!
@alinarangi7826
@alinarangi7826 6 месяцев назад
Hi man, thanks for awesome tutorial, im new to UE and i want to make game assets and sell them and try to optimize my assets from beginning, in Unreal what is that number that shown in state menu, Base Pass Shader, and how can it helps to know how much this asset or shader or... is optimize or not optimize, thanks in advance, Also i have another question, do you have any tutorial about how can i setup a nice and good optimized parallax occlusion Decal? Thanks man
@flying_redkite
@flying_redkite Год назад
Amazing video :) Thank you
@cr0uchingtiger
@cr0uchingtiger Год назад
Dammit. Got this working because my other water material casts weird reflections. But the shadows cast on the water of SingleLayerWater can not be soft.
@alessiamuggetti7930
@alessiamuggetti7930 2 года назад
im sorry i have a question the texture that you use for the caustic how did you created it?
@Zeuzdelaluz
@Zeuzdelaluz 2 года назад
Hello Alessia, If you have a texture node just type in caustics it will give you a caustic texture you can use. Apply a panner 2 times and the second pannes have it going opposite from the first one and you have yourself some cool-looking caustics. =)
@jeremiahwright1590
@jeremiahwright1590 7 месяцев назад
love the ruenscape music
@DesignRevolutionary
@DesignRevolutionary 2 года назад
Hey thank you for this tutorial! I have one problem I cannot find the answer to: When I make changes to a node I copied, it changes the original too. How can I copy a node, without affecting he original?
@PrismaticaDev
@PrismaticaDev 2 года назад
Hey hey! You'll need to either create a new Param, or change the Name of the param (although that might just change the name of all of the linked ones)
@DesignRevolutionary
@DesignRevolutionary 2 года назад
​@@PrismaticaDev Hey, Thanks for the quick reply! Your answer helped a lot, it was a Noob mistake lol. (I forgot to rename the pasted node (WaterAbsorbtion) to (WaterScatteringColor) before changing the color, Keep up the great work mate 💯
@kevindimitch5852
@kevindimitch5852 Год назад
too much fast for me, i'm a beginner and i can't follow you. For exemple, what did you do with "distance to nearest surface"? ...
@marknickells6097
@marknickells6097 Год назад
I got a stupid question. I messed up my default water, and wondering where I can get replacement file. Basic, model,and part of 4.26 and now 4.27 . THE upgraded Water materials are great, but for simple ponds, I prefer the original water. Established in 4.26. IT was also available in the WILLOW Tree Pack. But, doesn't seem to connect up, now. Would appreciate some help. THX -Mark
@lhmsc
@lhmsc 2 года назад
Awesome! You got a subscriber :) Got a question if you may: I'm testing this with Lumen and the water plane seems to receive sharp shadows, in addition to the refracted shadow on the "water bed". In your example I can't seem to notice the shadow on the water surface. Shadow on the water plane also seems to lower the quality when I get closer. How do I get rid of it?
@PrismaticaDev
@PrismaticaDev 2 года назад
Unfortunately I don't have much experience with Lumen and all of it's quirks, but I'm sure it's just an oversight from the Epic team and will be fixed in a future update. They themselves rely pretty heavily on SingleLayerWater so I doubt they will let it look bad for long haha
@lhmsc
@lhmsc 2 года назад
@@PrismaticaDev Thanks for the reply! I just read that this shader model is not supported with Lumen yet. Maybe in 5.1 :D
@Mineboy15
@Mineboy15 Год назад
Does anyone know how i get reflections working with this? Im new to unreal and I dont understand why my water is not showing any reflections whilst other materials do! (also tried turning on planar reflections in the material and changed the reflections mode from lumen to screen space since i heard lumen is not supporting this feature, but still no reflections!)
@SplitPaint
@SplitPaint Год назад
So the node that he calls ( Water Absorption ) how do i find it in the search ? Extremely stupid question but im stuck :D
@mistercardenas
@mistercardenas Год назад
dividing by 100 for the absorption gives me very dark results, i need to divide it by 10000000 to get nice results... is this normal?
@nuggetznft9853
@nuggetznft9853 2 года назад
How's the shader complexity look for this ? I am looking for a cheap water alternative.
@PrismaticaDev
@PrismaticaDev 2 года назад
It’s around 400-500 instructions if you’re careful with it, although keep in mind it isn’t translucent so it is only rendering once I believe. The cheapest alternative for water would be a completely solid water material. However, “shader complexity” is a pretty useless metric to make decisions from and I would recommend doing an A/B test to see if having the water material on screen affects performance :)
@nuggetznft9853
@nuggetznft9853 2 года назад
@@PrismaticaDev Awesome, thank you for the detailed answer - earned yourself a sub ;) Keep up the great work.
@addisonjacoby
@addisonjacoby 2 года назад
Does this work with Gerstner Waves in UE4? I've never had much luck with that function but I'm also not very good at this stuff yet so I may just be doing it wrong.
@叶枕头
@叶枕头 2 года назад
您好,我非常喜欢您的视频。我想问你如何减少这个距离场中波纹的宽度。我发现我出来的涟漪非常大。
@CombatFXZone
@CombatFXZone Год назад
Great Tutorial! Is it possible to render translucent particles (for instance niagra Water Bubbles) behind a single layer water material? I tried testing this with several different materials for my particle bubbles (DitherTemporalAA, Standard Translucent, Thin Translucent, Additive Unlit) but none of them were visible behind my water material.
@nathaniel8422
@nathaniel8422 Год назад
Unreal engine is really tough to learn, huge amount of options, I still cant get my head around it, still messing with blueprints and third person character and it seems there is override option on each screen. Give me one setting at one place lol
@lucasgabrieldelimagoncalve5015
it worked perfectly here! but I noticed that the terrain does not generate waves with the "distanceToNearestSurface"... any idea how i do this?
@Maciej.01
@Maciej.01 Год назад
thaanx
@nathaniel8422
@nathaniel8422 Год назад
can I ask a question. Is it possible to do underwater in a way when character (third person) is not underwater, than we have current settings with sky and water lighting. When character goes underwater we set other settings of water (light and scattering, so that it is more translucent). Thanks
@sarahgreaney8241
@sarahgreaney8241 11 месяцев назад
Just wondering where you got the cloud noise texture? would love to use it if thats ok? great tutorial for water:)
@gamertech4589
@gamertech4589 Год назад
you promise to create water system but still no seriies on it :) and did you cancle the series ?
@rexx4K_
@rexx4K_ 2 года назад
Am trying to follow this tutorial on Ue5 but the engine keeps crashing when I save the material
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