I've watched many UE tutorials on YT and I must say you are the one that better explains everything. I leave your tutorials with a feeling I really learned something, I didn't just copy what you were doing, and I learned all there was to learn about the topic. Also the fact that you share your files, like in this case, is priceless. You are the best, hands down. Thank you very much.
I've tried implementing this effect using many methods: Multiple spotlights, various blueprints, other light actors. I noticed a harsh performance hit using those methods and the effect was always hard to scale and hard to get a realistic look. This method is much more lightweight and easily scalable. Thanks for the tutorial!
You can apply this affect to the surface of the water as well, and if you plug in from the node plugged into the emissive, instead into refraction, it gives a cool effect of warping the stuff inside of the water. Just thought I'd share. The water needs to be surface translucent, and instead of the scene color, you use the mask RG from earlier in the video (16:49).
I already had caustics decal and post process affects from other water stuff, make with the foam man. :) am j/k this was a great watch to learn how to create the caustics myself, loving your shader tuts man I hope your channel catches fire and you start cranking out tutorials for us. Thank you and I look forward to whatever you do next.
This is great, Ben! Thank you very much for this tutorial. Unfortunately GBuffer scene texture, which I assume is the WorldNormal is not supported under Forward shading. Can you think of an alternative way of doing the caustincs?
Would love to know if this material can be made in UE5 as well. Settings have changed and blend modes are no longer supported. If anyone knows how to do it with the new nodes (DBufferA?) would love to know
Are you sure "stretch marks" is the professional term for those projection artifacts 😂 ? I would hope I don't get literal stretch marks from programming this shader. Good tutorial btw, I followed it while adjusting everything for my 2d top-down scenario and it worked very well, better than some Unity tutorials I tried before ( I am doing it in Unity but it is not really hard to find equivalents for every node there)
I look forward to UE5 developing along far enough to allow implementations such as these you teach. The "water" plugin in UE5 does not work for everyone! thank you for the great training videos.
Hi dear ben, thanks for all afford that you have to make all tutorials. I learn a lot of thins from them. in the water caustics subject, I have 2 questions I did this effect one by one for the pool "my sample for test" 1- I have direct light 45 degrees for the lighting scene and inside the pool, I have a shadow on the walls of the pool. in reality, shouldn't show this effect in these shadow side of the walls. what is your suggestion? 2- how can I decrease the caustics effect on the walls of the pool for the area close to the surface?
Awesome tutorial. I got most of it working in UE5. However, as soon as I plug the second LERP into the multiple panners, the Mask (G B) and Mask (R B ) get an error message saying "[SM5] (Node ComponentMask) Missing ComponentMask input". Is there any way to fix this?
Wonderful job. Was wondering how to get all the angles covered :) Thanks! Any chance we can address how this will be projected under the Gerstner wave from the last tut?
Great series and thanks very much for creating it, it must have been an incredible amount of work. The one thing I'd point out is that I can't read the names of the nodes and certainly not the color values. Also the textures gave me .ico files which would not convert so I just captured the ones in the video and that worked fine. So now to foam.... EDIT: I finally found out how to access those files but it is fairly obscure, not just right click and save as. Something must have changed in Chrome.
Hi Ben, great tutorial series. Thanks. I'm wondering, do you have a solution for projecting decals in all axis when not using World Position? I'm thinking for decals such as bullet decals or scorch marks (grenade explosions etc) or blood splats. For these types of decals, I always get stretching so looking for a solution if you have one? Thanks
Amazing tutorials, Ben. Could I request the next tutorial about water depth fog? I am doing now waterline and want to add depth to underwater spaces through post process material. But I have trouble with calculate fog distance to waterline surface. Thanks for your contribution to the development of real-time graphics. :)
I covered depth fog in episode 24, but I'm guessing you're looking for a way to fog everything when your character is under the water? So far, I've just focused on the water's appearance as seen from above the water, but I could look into doing an underwater effect. I'll give it a shot and see how it goes. No promises.
I generally don't get that detailed with it. But if you wanted to do that, one way would be to paint a mask for the shadow areas and then multiply the caustics by that.
@Ben The 2 textures you linked for this video so we could follow along no longer work. The link says "..Cannot be displayed because it contains errors."
Hey Ben this video is amazing! I'm working on pool projects currently and I was wondering something as I am not able to obtain any good result. Is it possible to the see the water movement from inside the water? I mean when you look at the water surface from the inside. Thanks for your dedication!
Hello, Thank you for the tutorials. Very helpful thus far ! I'm still a rookie so this question might sound dumb: 4:45 to 8:10 , I have done every step according to the tutorial (Changing material domain to Deferred Decal, Decal blend mode to emissive, etc) but the decal is invisible for me. I'm using the texture that you provided in the description btw. The visible check in the rendering for the decal is also checked and I did not change any project settings that might have affected this. No amount of moving or scaling or rotating can also make it appear. Any idea what might have caused this ? One thing that I should note is that I could not find the "deferred decal" in the visual effects. Only "decal" is located there for me. Could this contribute to what's going on in my file ? Thank you in advance !
Hi Ben. I´m a big fan of your tutorials. Thank you so much for doing them! I´d like to use the caustic texture that you used, but it´s not available, anymore...
I'm hosting it on my own server, so yes, it's available. Right click on the link and choose "Save target as.." If that doesn't work, use the Chrome browser.
Thanks for the great tutorials! I was wondering if there was some way to connect the movement of the waves material to the decal, so that it doesn't have a hard cutoff?
Hi Ben and all, Thank you for those very informative videos and comments. I face the following issue when projecting the decal onto the water: I can see the caustics underwater on the bottom floor and the immersed rocks but not above the water. Does anyone faced this issue and solved it ? Thanks in advance. Note: I just moved the decal caustic material and its box to surround my water ripples floor (with "Receives Decals" checked in the Details). I probably missed something, somewhere ! ==> SOLVED ! Following Episode 28 on Foam, I discovered that for some reason the opacity of my water floor material was left open and just required to be reconnected ...
Question 1 year later: is it possible to make the decal affected by the light so that there's no caustics behind objects that block sunlight? (Like in the reference video when the swimmer goes between the sun and the sea floor
Is there any way to smoothen the alpha between each direction? I find the sharp transitions a bit jarring, especially if the underlying material has a noisy normal map. On a side note, I also found that making another decal that darkens all the materials that are in the water, and using the material's z position to make an edge that's glossy above the water to make everything touching the water look wet, really added to the look of the water.
One idea I had to remove the transition artifacts is to use the vertex normal instead of the pixel normal to determine the cut-off. Another option would be to do samples for each axis projection and blend them instead of having a hard cut-off. But that would be a lot more expensive - so you'd have to decide if it was worth it.
Hello Ben and thank for your teaching. I have a trouble: I'm using UE4.14.3 release because of my hardware and I can't go ahead because of the Round Function error "(SM4) Function Round: (Node if) if input A must be of type float". Which is your UE release? When I choose for Round I found only a Math MaterialFunctionCall material. Could you suggest me a solution? Manny, many thanks.
I got through everything up to foam but had trouble getting the patterns right with the normal mapping the ocean seems to be smooth except in certain areas intersecting the normals show up.
what if i have a dynamic wave height? the box shape wouldnt fit it correctly. there would be places under the water and above the water that would look kind of off. what kind of approach can we take if thats the case?
Yes, I left that detail out because I didn't want the shader to get too complex for the video. The caustic texture has an alpha channel with a blurrier caustic. You can blend between the RGB caustic and the Alpha caustic based on the depth from the water surface. Or you could just fade our the RGB caustic based on the depth.
@@BenCloward I copy previous water depth nodes, finding the Pixel Depth return weird value with decal material. When the camera moves close to certain range of decal, the Pixel Depth will jump to another range of value then losing consistency. Anyone can explain this? Thanks!
I did this in my project by putting one set of caustics in RGB and a larger, more blurry set of caustics in the alpha channel. Then I blend between the two based on depth.
I got a shader problem I would love to hear the solution to if you by chance know the answer. How do I get the tip of a gun outside of my capsule to override the walls shadders so it appears to not pass through the wall. This is an issue that's plagued me for a long time, I have used several different hacky solutions to this but I know its some sort of shader black magic. If anyone knows what magic spell nodes to use I think its you :)
@@benhunter8551 doh, I found this video a while ago and looked promising. I wasnt sure if this was expensive and would be annoying to add that to every gun material but if it works its neat ua-cam.com/video/3XO7sb-Attw/v-deo.html
That's an interesting observation. Thanks for pointing it out! I think the chromatic aberration on the caustics is more apparent when viewing the caustics from outside the water - through the surface of the water - because going from air to water refracts the light a bit. This example that I'm showing is looking at the caustics from inside the water so you're not getting the refraction that you would if you were looking at it from outside. It's not something that I had considered before - so thanks for helping me think about it a bit!
@@ingrogies1 Nice! I'm glad you figured it out. Alternatively, if you want to keep the sun bright, you could just turn up the brightness on the emissive.
@@BenCloward I'm following along, but it says it's an ICO file. Windows/paint/photoscape can't even open it. I assume it has to be converted to a PNG file or something similar since unreal says it can't read it either. Why not simply put the images on an image site in it's finished usable format so we can just view_>rightclick_>Download. Bah.. nvm, I'll just make one.
@@ArcaneTurbulence Your web browser isn't playing nice with my server for some reason. The image files I uploaded are TGA format, so if you're getting ICO files, something's gone wrong.
@@BenCloward It's cool, I managed to make my own by drawing some (shaped) white lines on a black background in paint, then used photoscape to soften them, turn to a reapeating tex, and apply the rgb offset. It actually turned out REALLY good. Thanks anyway though. You're Tut's have been a fantastic reference for accomplishing some outlandish effects for me. I watch you do something, then throw my own twist on it, and come up with some really interesting stuff. lol. BTW< you wouldn't happen to have a tutorial for post processing camera effects would you? I would really love to have some camera wave while underwater.
@@BenCloward ohh thank you for that, do you know if i can use this material as a light function in a spotlight or directional light? i see i can change the material domain to a light function.. trying to use this for a ocean..
I don't know. Is there an error message in the Stats panel at the bottom? I need more information about the problem to be able to trouble shoot it. I've seen some cases where the lerp node gets confused about how to lerp two vectors with a scalar. If that's the case, then you would need to insert an append vector node between the Mask(G) and the lerp's Alpha. Plug the Mask(G) into both inputs of the Append Vector to convert it from a scalar to to a float2. That way it will match the data type of the A and B inputs of the lerp and the editor may have an easier time with it.
hi friend . thanks for your work . but i won't never be able to do this . your software is not free . can you send me a copy of your material by mail please or another way ?
I've watched many UE tutorials on YT and I must say you are the one that better explains everything. I leave your tutorials with a feeling I really learned something, I didn't just copy what you were doing, and I learned all there was to learn about the topic. Also the fact that you share your files, like in this case, is priceless. You are the best, hands down. Thank you very much.
I've tried implementing this effect using many methods: Multiple spotlights, various blueprints, other light actors. I noticed a harsh performance hit using those methods and the effect was always hard to scale and hard to get a realistic look. This method is much more lightweight and easily scalable. Thanks for the tutorial!
This is absolute gold teaching !! Thank you so much for your sharing Ben !!
Wow, i never see decals can project 3 dimensions before. Thankyou for your knowledges
Thank you sir! You do a great job explaining the content, and provided me with exactly what I needed!
You can apply this affect to the surface of the water as well, and if you plug in from the node plugged into the emissive, instead into refraction, it gives a cool effect of warping the stuff inside of the water. Just thought I'd share. The water needs to be surface translucent, and instead of the scene color, you use the mask RG from earlier in the video (16:49).
thank you Ben your shader tutorials are the best and most thorough out there!
Thank you so much Ben, I'm very thankful I found your channel!
this video deserves more love
I already had caustics decal and post process affects from other water stuff, make with the foam man. :) am j/k this was a great watch to learn how to create the caustics myself, loving your shader tuts man I hope your channel catches fire and you start cranking out tutorials for us. Thank you and I look forward to whatever you do next.
You sir have just gained a new subscriber, your videos are very well explained and really easy to follow, thank you!
This is so great. I've been looking for something just like this for months
Shaders make things look so pretty if u know what you're doing..ty for all this
This is great, Ben! Thank you very much for this tutorial. Unfortunately GBuffer scene texture, which I assume is the WorldNormal is not supported under Forward shading. Can you think of an alternative way of doing the caustincs?
You should be able to project using the vertex normal instead of the pixel normal. That will work pretty well.
Thank you so much!! Thank you for providing the textures as well!!
Thank You Ben! your tutorials are amazing!
Is there any way to fade the edges of the decal box and not get the hard transition? Thanks!
I know im pretty late on this but you could make a texture mask of a blurred shape and plug it into the opacity of the decal shader
Thank You Ben!Your tutorial is cool and helped me a lot!
Thank You Ben,Your tutorial is so cool!!!
you know it's a good tutorial when there is 3,785 views and no dislikes
this 5:30 to 5:36 emissive option is no longer available in UE5. I cant get the decal to work
Would love to know if this material can be made in UE5 as well. Settings have changed and blend modes are no longer supported. If anyone knows how to do it with the new nodes (DBufferA?) would love to know
thank you so much for your hard work!
Are you sure "stretch marks" is the professional term for those projection artifacts 😂 ? I would hope I don't get literal stretch marks from programming this shader. Good tutorial btw, I followed it while adjusting everything for my 2d top-down scenario and it worked very well, better than some Unity tutorials I tried before ( I am doing it in Unity but it is not really hard to find equivalents for every node there)
hi would you please tell me which node in unity is [scene-texture-worldnormal]'s equivalent? Thanks
I look forward to UE5 developing along far enough to allow implementations such as these you teach. The "water" plugin in UE5 does not work for everyone! thank you for the great training videos.
what a excellent tutorial!! good job!!
Thanks for amazing tutorial!
Funny thing is the normal map I generated for follow up this tutorial is generating the exact caustics we want right now.
Hi dear ben, thanks for all afford that you have to make all tutorials. I learn a lot of thins from them. in the water caustics subject, I have 2 questions I did this effect one by one for the pool "my sample for test"
1- I have direct light 45 degrees for the lighting scene and inside the pool, I have a shadow on the walls of the pool. in reality, shouldn't show this effect in these shadow side of the walls. what is your suggestion?
2- how can I decrease the caustics effect on the walls of the pool for the area close to the surface?
Awesome tutorial. I got most of it working in UE5. However, as soon as I plug the second LERP into the multiple panners, the Mask (G B) and Mask (R B ) get an error message saying "[SM5] (Node ComponentMask) Missing ComponentMask input". Is there any way to fix this?
How did you set up the shader? There's no Decal Blend Mode anymore.
Amazing Tutorial! Thank you so much
Wonderful job. Was wondering how to get all the angles covered :) Thanks! Any chance we can address how this will be projected under the Gerstner wave from the last tut?
Great series and thanks very much for creating it, it must have been an incredible amount of work. The one thing I'd point out is that I can't read the names of the nodes and certainly not the color values. Also the textures gave me .ico files which would not convert so I just captured the ones in the video and that worked fine.
So now to foam....
EDIT: I finally found out how to access those files but it is fairly obscure, not just right click and save as. Something must have changed in Chrome.
Thanks for your tutorial,its useful!
Hi Ben, great tutorial series. Thanks. I'm wondering, do you have a solution for projecting decals in all axis when not using World Position? I'm thinking for decals such as bullet decals or scorch marks (grenade explosions etc) or blood splats. For these types of decals, I always get stretching so looking for a solution if you have one? Thanks
Amazing tutorials, Ben. Could I request the next tutorial about water depth fog? I am doing now waterline and want to add depth to underwater spaces through post process material. But I have trouble with calculate fog distance to waterline surface. Thanks for your contribution to the development of real-time graphics. :)
I covered depth fog in episode 24, but I'm guessing you're looking for a way to fog everything when your character is under the water? So far, I've just focused on the water's appearance as seen from above the water, but I could look into doing an underwater effect. I'll give it a shot and see how it goes. No promises.
Very useful,excellent
Awesome video as always, thanks Ben. Any way to get the actor Scale of the Decal? ObjectScale and Object radius are not compatible. Cheers
Very helpful. Thanks alot!!
Your content is amazing!!!!!!!!
Great tutorial, thank you. How would you can cancel out the caustics in shadow areas?
I generally don't get that detailed with it. But if you wanted to do that, one way would be to paint a mask for the shadow areas and then multiply the caustics by that.
Just wondering - can we create a volumetric effect out of it? (settin the fog maybe?) Any hints?
How made this in UE5?
@Ben The 2 textures you linked for this video so we could follow along no longer work. The link says "..Cannot be displayed because it contains errors."
Try right clicking on the link and selecting "save target as..." If that doesn't work, try using the Chrome browser instead.
Hey Ben this video is amazing! I'm working on pool projects currently and I was wondering something as I am not able to obtain any good result. Is it possible to the see the water movement from inside the water? I mean when you look at the water surface from the inside. Thanks for your dedication!
非常有用的教程 谢谢
You're welcome!
Thanks Man! You rock!
Hello, Thank you for the tutorials. Very helpful thus far ! I'm still a rookie so this question might sound dumb:
4:45 to 8:10 , I have done every step according to the tutorial (Changing material domain to Deferred Decal, Decal blend mode to emissive, etc) but the decal is invisible for me. I'm using the texture that you provided in the description btw. The visible check in the rendering for the decal is also checked and I did not change any project settings that might have affected this. No amount of moving or scaling or rotating can also make it appear. Any idea what might have caused this ?
One thing that I should note is that I could not find the "deferred decal" in the visual effects. Only "decal" is located there for me. Could this contribute to what's going on in my file ?
Thank you in advance !
I hated to use decals. You made me kinda like it.
Thank you
is virtual texturing more your thing?
@@krz9000 I have to look into that.
Hi Ben. I´m a big fan of your tutorials. Thank you so much for doing them! I´d like to use the caustic texture that you used, but it´s not available, anymore...
I'm hosting it on my own server, so yes, it's available. Right click on the link and choose "Save target as.." If that doesn't work, use the Chrome browser.
@@BenCloward Thank you, Ben! Changin to Chrome worked.
Hey Ben awesome tutorial. Would it be possible to make a shader on flow maps with your water shader for rivers and stuff.
Yes - great idea!
Hmm I've followed this method and gotten the triplanar projection working before in UE4, but it seems to no longer be working in UE5?
Thanks for the great tutorials! I was wondering if there was some way to connect the movement of the waves material to the decal, so that it doesn't have a hard cutoff?
That's a really good idea, but I don't know how to do it. If you figure it out, let me know!
Hello sir, can you please make a video for underwater godrays as well?
That's a good suggestion. Thank you!
Hi Ben and all,
Thank you for those very informative videos and comments.
I face the following issue when projecting the decal onto the water: I can see the caustics underwater on the bottom floor and the immersed rocks but not above the water. Does anyone faced this issue and solved it ? Thanks in advance.
Note: I just moved the decal caustic material and its box to surround my water ripples floor (with "Receives Decals" checked in the Details). I probably missed something, somewhere !
==> SOLVED ! Following Episode 28 on Foam, I discovered that for some reason the opacity of my water floor material was left open and just required to be reconnected ...
Hi Sir I have Rock Mesh with materials and form Quixel , so why the rock can not accept the Decal projection ?need set up something ?
Question 1 year later: is it possible to make the decal affected by the light so that there's no caustics behind objects that block sunlight? (Like in the reference video when the swimmer goes between the sun and the sea floor
Is there any way to smoothen the alpha between each direction? I find the sharp transitions a bit jarring, especially if the underlying material has a noisy normal map.
On a side note, I also found that making another decal that darkens all the materials that are in the water, and using the material's z position to make an edge that's glossy above the water to make everything touching the water look wet, really added to the look of the water.
One idea I had to remove the transition artifacts is to use the vertex normal instead of the pixel normal to determine the cut-off. Another option would be to do samples for each axis projection and blend them instead of having a hard cut-off. But that would be a lot more expensive - so you'd have to decide if it was worth it.
Hello Ben and thank for your teaching. I have a trouble: I'm using UE4.14.3 release because of my hardware and I can't go ahead because of the Round Function error "(SM4) Function Round: (Node if) if input A must be of type float". Which is your UE release? When I choose for Round I found only a Math MaterialFunctionCall material. Could you suggest me a solution? Manny, many thanks.
I got through everything up to foam but had trouble getting the patterns right with the normal mapping the ocean seems to be smooth except in certain areas intersecting the normals show up.
Friend, how do I make the sea more transparent?
Is there a way to use a custom mesh shape for the decal box?
I could drink this water...
what if i have a dynamic wave height? the box shape wouldnt fit it correctly. there would be places under the water and above the water that would look kind of off. what kind of approach can we take if thats the case?
Plot Twist: the sample footage was taken in Unreal Engine
petty coollll,Thanks
is possible to reduce the sharpness of the edges of decals?
use a blurred shape in the opacity input
Looks great! Is there any way to have the caustics only show in shallow water? Mine is stronger deeper down for some reason
Yes, I left that detail out because I didn't want the shader to get too complex for the video. The caustic texture has an alpha channel with a blurrier caustic. You can blend between the RGB caustic and the Alpha caustic based on the depth from the water surface. Or you could just fade our the RGB caustic based on the depth.
Ben Cloward thanks for your help!
@@BenCloward I copy previous water depth nodes, finding the Pixel Depth return weird value with decal material. When the camera moves close to certain range of decal, the Pixel Depth will jump to another range of value then losing consistency. Anyone can explain this? Thanks!
это супер урок!👍
Спасибо!
If I have river using ue4.27 new water system how I can connect this caustic to river?
how can i make this shader work as a light function ?
Can you make the caustics change size by height below the eater's surface? The lower you go, the larger they become?
I did this in my project by putting one set of caustics in RGB and a larger, more blurry set of caustics in the alpha channel. Then I blend between the two based on depth.
amazing thanks
the projecting in all axis is not working, it works in hard edges but not on characters, smooth/round endges
I got a shader problem I would love to hear the solution to if you by chance know the answer. How do I get the tip of a gun outside of my capsule to override the walls shadders so it appears to not pass through the wall. This is an issue that's plagued me for a long time, I have used several different hacky solutions to this but I know its some sort of shader black magic. If anyone knows what magic spell nodes to use I think its you :)
@@benhunter8551 doh, I found this video a while ago and looked promising. I wasnt sure if this was expensive and would be annoying to add that to every gun material but if it works its neat ua-cam.com/video/3XO7sb-Attw/v-deo.html
what if the pool is round and above ground?
there will be caustics on the ground in the corners.
How to fix it?
Could probably mask it out using a radialgradient
This may be kind of a dumb question but how do we rotate the pattern to go in the opposite direction?
Multiplying the UVs by negative 1 in the x or y or both should reverse the direction on that axis.
@@BenCloward thank you!
-Reference video didn't have noticeable chromatic dispersion...- (Okay, I can see a little bit in the original footage in 4k.)
That's an interesting observation. Thanks for pointing it out! I think the chromatic aberration on the caustics is more apparent when viewing the caustics from outside the water - through the surface of the water - because going from air to water refracts the light a bit. This example that I'm showing is looking at the caustics from inside the water so you're not getting the refraction that you would if you were looking at it from outside. It's not something that I had considered before - so thanks for helping me think about it a bit!
Followed it, didnt work, something changed in ue5? I can only see the caustics from withing the bounds. not a fan of that.
For some reason my effect isn't visible in Lit Mode. I'm running a Ray Tracing scene with a Sun Sky. Is that having an effect on the emissive?
Hmm, that's really odd. Is it visible in one of the other modes? I don't think Sun Sky or ray tracing would change it.
@@BenCloward I have it working now but I had to turn the lux on the Directional Light on the Sun Sky from 75000 to 75. Thanks for the reply though!
@@ingrogies1 Nice! I'm glad you figured it out. Alternatively, if you want to keep the sun bright, you could just turn up the brightness on the emissive.
@@BenCloward Oh, great, I'll just do that instead, thanks. Really great channel, I'm learning so much!
the textures are not available :(
Right click on the texture links and select "save target as..."
@@BenCloward I'm following along, but it says it's an ICO file. Windows/paint/photoscape can't even open it. I assume it has to be converted to a PNG file or something similar since unreal says it can't read it either. Why not simply put the images on an image site in it's finished usable format so we can just view_>rightclick_>Download.
Bah.. nvm, I'll just make one.
@@ArcaneTurbulence Your web browser isn't playing nice with my server for some reason. The image files I uploaded are TGA format, so if you're getting ICO files, something's gone wrong.
@@BenCloward It's cool, I managed to make my own by drawing some (shaped) white lines on a black background in paint, then used photoscape to soften them, turn to a reapeating tex, and apply the rgb offset. It actually turned out REALLY good. Thanks anyway though. You're Tut's have been a fantastic reference for accomplishing some outlandish effects for me. I watch you do something, then throw my own twist on it, and come up with some really interesting stuff. lol. BTW< you wouldn't happen to have a tutorial for post processing camera effects would you? I would really love to have some camera wave while underwater.
dl link not working for me, it just reloads the page
Instead of left clicking it, right click it and select save target as... Not sure why it works that way.
@@BenCloward ohh thank you for that, do you know if i can use this material as a light function in a spotlight or directional light? i see i can change the material domain
to a light function.. trying to use this for a ocean..
@@BenCloward seem i can't use scene texture and light functions together ;(
why i get error in mask GB and mask RB 21:48
I don't know. Is there an error message in the Stats panel at the bottom? I need more information about the problem to be able to trouble shoot it. I've seen some cases where the lerp node gets confused about how to lerp two vectors with a scalar. If that's the case, then you would need to insert an append vector node between the Mask(G) and the lerp's Alpha. Plug the Mask(G) into both inputs of the Append Vector to convert it from a scalar to to a float2. That way it will match the data type of the A and B inputs of the lerp and the editor may have an easier time with it.
@@BenCloward ty man i fix this problame
hi friend . thanks for your work . but i won't never be able to do this . your software is not free . can you send me a copy of your material by mail please or another way ?
Amazing tutorial, thank you!