Dissecting Substrate - Part 1 [UE5.2]
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- Опубліковано 15 лип 2024
- In this video we dive into the new shader pipeline that was revealed by Epic in Unreal Engine 5.2, Substrate!
We try to analyze everything as best as we can and make our own conclusion about how a new generation material pipeline might work.
The test shader you see in this video can be found on my Patreon.
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Discord: / discord
Patreon: / visualtechart
I was really expecting to have Substance out of experimental by now but it seems we are going to have to wait more :( Looking forward to Part 2 of your video!
Yep, seems like it has been forgotten:D
I'm not 'frustrated'..I am 'subtrated'
I just paused at 0:25 and I'm like "this is already the best series"
Great video, thank you for sharing!
It's fun to observe how Epic releases shiny new features and everybody freaks out about new tech. Although they are are exciting indeed, people tend to forget that sometimes it takes years to incorporate new tools in a pipeline.
Your explanations are amazing as always :)
"long boring videos about topic"
HELL YEAH! 😄
I'm very excited about this series. Can't wait to learn more.
Amazing! thanks a lot for this very clear explaination!
i like the dep dives! thanks for the insight!
Great stuff, thank you!
Thanks! Good series!
Great Viedo! Should have more Views ;) Please more of this series!
are you going to continue with this series? i'd be really interested as deeper dives are sorely lacking pretty much anywhere, and you definitely have more technical know how than most on here. plus i really like the way you teach and talk.
particularly authoring a generalised substrate master material which incorporates parameterisation and use of the 'help' nodes for ao, albedo, ior/specular/metallicity, normal, roughness, fuzz, subsurface (and subsurface profile), glint, and nanite tessellation displacement. i've learnt a lot from documentation, but i'm struggling to know how to apply much if it. learning the purpose of all these properties and seeing how they behave and interact within the context of a single master material would be really sweet.
It's not among my priorities atm, but I will for sure when I gather enough new information :)
AMAZING!
amazing channel!
extraordinary video +1
Legend, as always.
Gosh man you are awesome!
Hero
Please continue substrate series.Thanks
Cannot wait for part 2. when it's coming?
Can't give you any date at the moment :)
But it will!
please make part 2
Excuse me, sir. I had mistakenly believed that I needed to input the IOR value into the F0 when creating a metal. However, if you're now informing me that I should insert a color there instead, where I should input the IOR value now? 🤣
In the "Refraction" pin in the last brownish material node at the end, probably xD
So what do I do with my metalness textures now then?
With the new pipeline, you shouldn't use them anymore :)
@@VisualTechArt Please explain. Let's say I'm making textures in substance painter and I'm trying to represent metal and dialectric in one texture. What do these textures look like? The unreal example resources don't show how you make textures for this workflow
I kinda hate how most of it works now because i used to implement my artistic vision directly as i saw it. Now i need to translate my needs to physically accurate systems and then they will translate it back to what i wanted to see. Like right now i'm working on a cyberpunk style double-layered screen material, which is perfect for the substrate, but turns out i have no fucking clue how to get the distance beyween layers right. if i tweak the value on a vertical layer node it gets too thick and light can't pass through so i don't see the 2nd layer. If i tweak it the other way around the distance between layers becomes too thin and layers just look like one. i'm 3 hours into tutorials and cources and honestly feel like giving up on this system until i wouldn't be able to make my materials in the traditional way at all
Well UE has never been intended for stylized rendering anyways, that makes very tough going for that. We basically have to rely almost only on workarounds
first
For me these materials are complete unnecessary, better idea was implements some procedural textures system
Its a good thing you prefaced this with the statement that you are an experienced tech artist in shaders cause i wouldnt have guessed it. So you havent heard of F0 before? I agree that this feature is overhyped especially by people that have no clue what it is but thats just marketing. It baffles me how on one hand you trash their work and on the other hand you go out of your way to reproduce the same effects. Why?
I know it's hard in this world of polarized opinions to digest one that is not, but I don't think I trashed anyone's work and didn't even make my own thing to achieve the same result. All I did was comment based on personal thoughts and a breakdown of my findings :)