"As it turns out, all these wet surfaces are actually fake"... Damn and there's me thinking a developer got a bucket of water and sprinkled it around the maps.
@@JM-Games I mean if we're just having a snarky comment competition, I'll point out the mathematical universe hypothesis from theoretical physics states all consistent mathematical structures exist physically. Under that theory a physical simulation of water with enough fidelity would be real by definition, in fact that may be the true nature of our universe itself.
Actually, in a game that has dynamic weather, "wetness" is NOT stored in the roughness map, as the roughness map has to correctly apply in all weather situations. In a game with always rainy weather or for example pebbles that are exclusively used at the shore of a lake or so, you surely can "bake" the wetness into the roughness map, but then can't use it anywhere else where the object needs to appear dry. Usually the wet appearance is made possible with a wetness shader that inputs the roughness parameter from the world objects' roughness maps and outputs a roughness + wetness parameter which then is further processed in the PBR shader. A wetness shader can also include object geometry to make sure it does not render surfaces wet that are not horizontal (water would flow downwards) or covered by other geometry so rain would not reach. Usually the normal map also is included which is smoothed in places where water fills small cracks etc. so the overall surface appears both geometrically flatter (smoothed norms) and also smoother (roughness + wetness parameter). Really sophisticated shaders may also pay respect to the fact that water's refraction index is different from other materials, so the engine may render the water surface's reflection separately to the underlying surface's reflection and then merge it by Fresnel law.
The reflections need to be distorted though, so you need to use displacement maps too. Otherwise it would just look like a dirty mirror. And the puddles would have no mass. Diffuse needs to be updated too, as wet surfaces are usually darker.
3d artists working in the games industry need to build a shrine to Augustin-Jean Fresnel. The shading principle and the Fresnel angle are some of the most important visual phenomenae.
Meanwhile, circa 8 to 10 years ago: -Crank up the Specular maps' strength and glossiness -Apply either a vertically sliding normal-map that mimics downwards sliding water, or a looping animation in form of a normalmap that mimics the look of raindrops hitting a a puddle's surface. ...and you're done!
Meanwhile around 20 years ago: (before there was such a thing as a shader - Make the alpha channel of the street act as roughness map. Where it would be more wet, more transparent. - Build a reflection mesh / box under the street polygons. > basically a box hull with similar texture as the street. - Build mirrored simplified meshes if what is above > or: - In that box put billboard alpha quads that mimics a blurred / distorted version of the objects above the street - For dynamic objects like say the reflected car lights, add those billboard quads either dynamically by code or if cars is not going to flip / crash just add them attached to the mesh - Done
Thank you for this great video. Very informative & interesting. ...I'm looking forward to that next video about the realtime generation of dynamic wet maps, which sounds amazing 🎮🔥😲✌🏻
Just a small suggestion. Game Designers don't typically decide what is rough or not, those are artist. I believe the term you wanted to use was Game Developer (Catch all term)
I've seen these many games, it makes sense if we add these roughness map at night condition because weather might be little rainy but it most of time i see developer add those in day time or even dry weather situation like if you turn graphics setting high in GTA 5 youll see water on street in summer like weather ..i dont get it why...
Stellar! Thanks 💜 Now I wonder if this is also the tech they use for much more flexible surfaces like shiny fabrics that move and change shape a lot. For example satin shorts in boxing games.
You can't just make a RU-vid content with Lucy in the thumbnail, "some like it rough", and titled it "...things look wet" and expect me not to click it. You know what you're doing
Batman's Cowl looks amazing in those shots. Fluid physics are pleasing to watch in tutorials and films can't wait when games catch up. Assassin's Creed Origins water was beautiful.
Can you make a analysis video about starwars jedi fallen order textures- i really love the way they look but i havent found a breakdown video about it yet
1:33 Actually, for games like Genshin Impact and Breath Of The Wild, the character models use cell shading, which involves converting the shader and lighting information into basic color information (there's more going on but that's the jist of it), which allows those characters to look like they were hand drawn/inked instead of looking 3D and realistic. I've been using cell shading in Blender to try to make characters and props that look 2D, which when combined with things like animation with constant interpolation so it looks choppy (as opposed to linear or besier which would look smooth), should allow me to mimic 2D animation fairly closely without taking forever to do hand/computer drawn animation (besides I'm bad at drawing but good at modelling/sculpting)
That's what he meant by when he said higher roughness value and mostly relying on diffuse texture rather than the roughness maps. The cell shading on the other hand is a technique applied as a diffuse map to get a stylized look. You were right however, you were defining a specific type of method and its process, while in the video he was trying to explain the core principle of how these maps work in a pbr pipeline. Two different contexts haha.
@@dmitriytuchashvili8594 That's really what I meant too haha, He is explaining more of the core principles of the subject rather than the technicality of it for the sake of understanding.
but how to create dynamic wet map? I am trying to learn this since 4 years now in unreal but cannot find anything related to it. I want may charc=acter or car to get wet as much as they are into water and stay wet when come out.
This just the surface of how we do Wet surface in game. We something mix metalic too. As for Stylize game, usually the emissive is turn n to a 0.8~1 value. But there is way to cheat the look to feel wet~
I know your trying to simplify things and teach people about game art, which is great! BUT; saying things like "lower roughness make things less realistic" is simply not true. If you want to make realistic cloth or rocks, you absolutely need a HIGH roughness value for those surfaces to look realistic, because cloth, or rocks, are in a fact, quite rough in real life.
I don't understand why make all this but still slap onto it the lowest possible quality, compressed 15fps .gif of rain droplets falling 30 meters away from the camera so it's barely visible to ruin the whole scene and render all this effort useless. All that in a game based on movies where it almost always rains too.