How I made the Falling Sand shader [Free UE4 Tutorial]
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- Опубліковано 11 вер 2024
- Here it is! The very aggressively requested Falling Sand shader breakdown! In the process of unpacking this whirlwind of faecal matter we learn about panning noise, UV masks and SPARKLES! We also briefly cover Distance Fields but that's a topic that would require a completely separate 5-minute video (wink wink)
ASSETS + CREDITING
All of the assets you'll need are in this folder!
www.dropbox.co...
You're free to use these assets + the knowledge that has henceforth been seared into your brain without giving credit, although I'd love if you could link this video when showing off your results (and tag me so I can see!)
I want to give a big shout-out to our earliest Patrons:
Poot, Cody, Isaac H, YourSandbox, Denis B, Alex G, Lee and Roger!
Thanks so much for helping me create this content for everyone :)
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Discord - / discord
Patreon - / prismaticadev
Twitch - / prismaticadev
Twitter - / prismaticadev
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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 :)
Thanks for the great tutorial!
For future me
Check Sand Texture : 7:17
Vertex Offset : 14:40
The material mage blesses once again
This blew my mind when I saw the demo and thought about how it could be used for water/rain, and I'm hyped to see you're actually releasing the rundown 🙌
damn my brain is melting what r u a shader god ?
I commented on your video two weeks ago saying I just started my own "learn unreal and make my own game" journey
I've just come down from working on my first shaders (Unreal Shaders at least) for two days, what an addictive process, and your cel shading video was a lot of help!
Don't have the energy to watch this one right now because of that binge but I'll come back to it!
Got it working, very nice stuff thank you. It seems that getting the 'bulge' right is the tricky bit in-game.
Originally the effect wasnt working at all for me. Not sure if anyone had the same problem, but when importing the .fbx files, make sure the vertex color import option is to replace. (mine was set to ignore)!
Fixed it for me, thanks man!
My friend I want you to know, 2 years later and you just helped me tremendously. Was ripping my hair out.
Legendary, thank you!
Hope it comes in handy! Would love to see the results :)
This was quite the journey, extremely interesting full to the brim with useful material knowledge, thanks a lot for sharing this amazing piece of content :), specially after admitting yourself you could set this up for the marketplace for selling. You are epic ♥
I don’t want to alarm you, but seems there’s a hairy snake living in your office
Hahaha multiple, in fact!
Holy shit you become a true Metrial editor Wizard. Impressiv
Haha it's all a learning process... Maybe one day I will become a master! Thanks for the kind words :)
I was watching specifically to learn about the distance-field and deformation stuff. Pity you didnt go in-depth on that. Honestly feel starved for higher level material content. I wanna understand stuff, not copy it. Complex materials are like voodoo to me.
Glad to see your huge progress with this channel mate! Curious to hear how the melee combat is developing :)
I’ll be doing a 5-minute materials video about distance fields in the near future :) I didn’t want to go too in depth for this one because honestly it’s a bit of a slap-chop and could do with some refinement haha
@@PrismaticaDev Sounds good!
Distance field wizadry starts around 14 minutes! Gandalf would be proud
Haha I'll actually do a 5MM video about Distance Fields where I cover how to do stuff like that in detail and how it works :) Magic is just science that we don't understand yet! haha
Here we go!
dig that distance field shader math!
Took me 3 hours of trial and error :') hahaha
@@PrismaticaDev I didn't even know that was possible with just the distance field values so it was a great video!
Awesome tutorial! I have a bug though- I created the material and it's working great on the static mesh you supplied, and I added this mesh inside an pawn that is using a FloatingPawnMovement to move forward on a consistent speed. when the pawn is moving the animation speed in the material seems to play faster than if the pawn is standing still. Any idea why?
I got busy, but I finally got around to watching this. Love this technique. Unfortunately for me, due to a few systems in my game needing to be set up in very specific ways, I can't reliably use distance fields in the project. It looks so good though, so I might consider changing a few things to make it work.
The opacity mask seems to be identical on all instances. Wouldn't it be faster to use a texture for the soft edges and the fading at the bottom ? Thanks for making the guides.
That’s actually a great point, although I’d have to do a bit of research since the Gradients are just reading UV data (pure math) whereas a baked mask texture would require another texture lookup + sample
@@PrismaticaDev Not necessarily, If you pack the mask into a channel with the sparkles or the cloud noise it's only one more lookup.
If you change your sparkles so that one texture is static and one is panning and rotation. The sparkles should look just like before. You can now use the static sparkle texture lookup to also sample an opacity mask texture, since they are mapped to the same area.
I made an example: imgur.com/a/HFyuFtw
@@alexanderkenkenberg Very good idea! Very good use of texture packing :)
Any chance of uploading the material itself? For some reason mine isn't coming out like yours and I for the life of me can't figure out why.
sorry to comment on an old video but i've been trying to follow this falling sand shader for a few hours and i cant get it right 🤦♂for some reason it isnt constantly going, just little bursts every now and again
I need... I need now, not 9 hours 😂
Patience, my dude :)
Hey, I was wondering if I can somehow use World Possition Offset for dust which is shifting on the wind after grenade explosions? And make it more obvious for sertain weather. Like your was using WPO for fooliage. But now I'm starting to thing that It could look better, when I make thing all-out with Niagara. I'm I right?
You definitely could, as long as you can specify where the explosion is etc. The plugin I'm working on can do exactly that with its Wind system
@@PrismaticaDev thx. I'm waiting for your updates :)
I'll definitely spend decent chunk of my holidays here
lmaoo programs of choice - oldschool runescape once again ma maann good stuff haha
All day every day hahaha
Your tutorial is very interesting
Thank you very much :) hope you found it useful!
awesome stuff!
Thanks mate :) hope you enjoyed!
copied the entire material graph, and having trouble setting the WPO input. instead of stretching the mesh down, the WPO lowers it fully. UE 5.4, using the non-distancefield version
Check your Vertex Colour import settings - sounds like vertex colour isn't there
@@PrismaticaDev on the static mesh you provided it's set to "ignore". tried "replace" and "override" and it's the same. not sure what setting I should apply to this mesh.
BTW Thanks for still replying on a super old video!
Will need a stylized wind tutorial with this
some reason when i followed this , it never showed the effect just made the mesh invisible :( idk what i coulda done wrong
Hey there! You'll need to position your mesh close to something that is emitting distance field at all times otherwise it won't show up :)If you' mean the falling sand, try playing with the Frequency Offset parameter so that the sand is constantly shown rather than only every now and then
i had the same issue and it failed cause i forgot to import vertex colors to Unreal Engine. so when u import dont forget to set vertex colors to replace instead of ignore
I guess we can convert the Bulge strength and Droop distance to custom data so we can adjust them per instance as we'd like?
First time I've ever dinged the bell!
There a way to turn this into a wind effect instead? Like a sandstorm
Thank you! Really good explained and easy to follow. #UnrealEngine #3dshader
Mmmm...the smell of Lordenfell. Love it. :p
Distance fields are still a pain for me to understand. They break down everything in my game when it comes to movable skylights, messing up the shadows really bad...had to keep them disabled for the moment. :(
Haha I LOVE the new update that Lordenfel got recently!
As for distance fields, you can specify if certain things emit them or not by unticking "Affect Distance Field Lighting" but yeah, if your Skylight is dynamic then you can get some issues with weird shadows. You might be able to play around with some settings and find a happy middle ground!
@@PrismaticaDev Yeah I have yet to check out that update! Lordenfell is an amazing product! :D
Oh okay thank you Charlie, I'll run some more tests then!!
Does this still work in UE5?
Sure does - however some people seem to have trouble getting Distance Fields to work sometimes. Might need to change something in Project Settings if it doesn't work well
But I wanna watch it noaw
Could you explain better in a new tutorial with more examples the powerfull "Object Pivot Point" node. Thks.
There’s a lot of sand on the tops of these structures
There was a sandstorm! Haha
7:18 time for a screen shot
07:20 & 13:06
I'm back!
I was like number 666
1 Unity user in here....
"Simple" 💀
sorry but thats not a tutorial at all. no explanations just a messy presentation of your work, which can´t be replicated. a lot of node settings are left out, so is the process of setting everything up. you are working already in manipulated environment, not from the ground up.
While I agree this isn’t an amazing resource to copy from, that wasn’t the point of the video. The video is titled “How I Made…”, not “How To Make”, and he explained perfectly adequately how HE made his material. He didn’t tell you the exact settings to do it yourself, because that isn’t the aim of the video.