UE5 Simple Metaball shader using Distance Fields

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  • Опубліковано 15 вер 2024
  • Hi, metaballs but actually doable without custom material expressions and c++ code
    Watch prismatica on Distance Fields • Distance Fields (Part ...

КОМЕНТАРІ • 21

  • @tehpeasant
    @tehpeasant Рік тому +3

    Nice tutorial, thanks. If you have troubles:
    1) Make sure that "Generate Mesh Distance Fields" is checked in the project settings
    2) Increase the Bounds Scale in the Mesh settings if you get flickery Materials

    • @whyserious803
      @whyserious803 10 місяців тому

      very useful, thank you very much!

    • @cianfavat9458
      @cianfavat9458 10 місяців тому

      is the bounds scale the positive and negative bounds extension?

  • @charons.5549
    @charons.5549 4 місяці тому +2

    i did that step by step but the metaballs still dont affect each other.

  • @1d33f1x3
    @1d33f1x3 Рік тому

    Nice little technique and does exactly what I was looking for! Thanks.

  • @ART_SOL_GAMES
    @ART_SOL_GAMES Місяць тому

    Thank you! You're cool

  • @Azerol
    @Azerol Рік тому +2

    hey after 18:50 i continue to have glitched balls , any idea why?

  • @MasterPiffy
    @MasterPiffy 10 місяців тому

    this is brilliant, thanks!

  • @Jean_Mi
    @Jean_Mi Рік тому

    the idea is good but I also failed to solve the problem of parasitic shadows.
    I also removed the saturate otherwise I lose the quality of the color

  • @benveasey7474
    @benveasey7474 Рік тому +2

    Can this be used with Niagara Particles to make jets of water?

    • @MrKosiej
      @MrKosiej  Рік тому +3

      Technically yes but i don't think you'd want to (not in the fluid simulation sense at least).
      1. Niagara support for distance fields is experimental but you can enable it in project settings.
      2. Those metaballs are not interacting with eachother if any translucency is introduced to the material (they don't generate distance field anymore, but they can can still interact with it, so it will still work with ground), so it works well for a blob like character, but not really for water (unless you want it opaque). To use it for water jet you'd need to make addition distance field balls which i don't think is too performant.
      Concluding i think there are better ways for making a water jet like ribbons or actual fluid simulation.

    • @olegyarko7665
      @olegyarko7665 Рік тому +1

      @@MrKosiej Hello , it was a very interesting and simple tutorial at the same time. Thank you for that. I would like to know - I have created a Niagara system and for some reason, the metaballs do not intersect with each other. I have turned on distance fields in the project settings as you instructed. Any ideas ?

  • @GabrielCasote
    @GabrielCasote Рік тому

    Hi, I followed your tutorial and everything worked out fine! However, there is a gap between the vertices, is there anything that can be done? Thank you very much for your help!

    • @gabeg9856
      @gabeg9856 2 місяці тому

      If your mesh has flat normals (default when you make a new mesh in blender), the planes will separate. The mesh needs to have its faces shaded smooth.

  • @rKaype.
    @rKaype. 9 місяців тому

    Think there'd be a way to make the wpo scale more in a certain direction?

    • @MrKosiej
      @MrKosiej  9 місяців тому +1

      Sure, in the video i use vector 3d (or float3 as it's called in materials) from input data. You can break it (decompose) into 3 floats and modify just one value, then merge it back and pass into wpo.

  • @juandarioarangovelasquez5855
    @juandarioarangovelasquez5855 6 місяців тому

    Is working for Niagara System ?

    • @MrKosiej
      @MrKosiej  6 місяців тому

      I didn't try it with niagara, but niagara can spawn static meshes, and you can assign materials to them, so my guess is that it should. Try it and let me know :)

  • @MrKosiej
    @MrKosiej  Рік тому +5

    Skip Intro 2:33