Single Layer Water | 5-Minute Materials [UE4/UE5]

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  • Опубліковано 5 лют 2025
  • Today we're looking at the Single Layer Water shading model in Unreal Engine! (also known as singlelayerwater). This shading model is unique as it looks completely translucent, but is actually opaque due to a separate pass being rendered. This can be used for things like water, interactive water, rivers, oceans, glass, crystals and much much more, since it also factors in refraction!
    Enjoy!
    ----------------------------------------
    Patreon: / prismaticadev
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    ----------------------------------------
    Computer Specs:
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    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 :)

КОМЕНТАРІ • 325

  • @youth20003
    @youth20003 3 роки тому +142

    this channel has honestly become a gold mine about niche UE4 topics and I'm here for it

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +12

      Haha hope you're looking forward to more nuggets!

  • @pattyb_117
    @pattyb_117 9 місяців тому +33

    For anyone coming across this video with 5.4 and doesn't see their ripples, I believe refraction is disabled by default? If it is disabled, you can search "Refraction" in the materials details panel and select "Index od Refraction" from the drop box and you should be gucci

  • @SamPandaSam
    @SamPandaSam 3 роки тому +6

    Really appreciate these little videos. I've been working on my project for years and have a spline-based procedural river system which is an absolute nightmare - one of the biggest headaches was that overlapping polygons and whatnot of the meshes would cause artifacts cos of the translucency doubling up. Never knew about single layer water as an option, and this video made it very clear and succinct how it works - and since it's actually opaque it doesn't cause the artifacts.
    Of all the dev channels I follow, yours is the one that consistently helps me in my project the most, and I'm really impressed with what you've done with your own game. Thanks for this

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Yes, it's absolutely perfect for doing things like waves and avoids overlap! I appreciate the really kind words :)

  • @pietpanzerpanzer5335
    @pietpanzerpanzer5335 2 роки тому +53

    Press 1 and left mousebutton to create a Note. You can also use 2 or 3. In case someone didnt knew that.

    • @TajaSukarya
      @TajaSukarya 2 роки тому

      thank you

    • @samulivalkama8617
      @samulivalkama8617 2 роки тому

      Exactly this. Thanks!

    • @xShantkax
      @xShantkax Рік тому

      my saviour!

    • @snivilis
      @snivilis Рік тому

      Literally came in the comments to look for this. Life saver

    • @LiMaking
      @LiMaking Рік тому

      thank you I actually got pissed he didn't tell how wtf he did at the second node.

  • @colmantrasscinniro2901
    @colmantrasscinniro2901 3 роки тому +70

    Anyone having trouble with the refraction moving the whole plane: You need to activate "generate distance fields" in PROJECT SETTINGS, too! It is not default active in higher versions of unreal. Greetings :)

    • @AhviMa
      @AhviMa 3 роки тому +2

      Thank you Legend :>

    • @HatPeasyCat
      @HatPeasyCat 3 роки тому

      still have flickering after i turned it on ....

    • @MichaelMurphy-tl6cx
      @MichaelMurphy-tl6cx 3 роки тому +7

      What fixed this shadow/refraction jumping issue for me was making sure whatever ground geometry is under the water plane has affect distance field lighting set to false.

  • @bobcharlotte8724
    @bobcharlotte8724 3 роки тому +17

    Epic: "Check out our new water system in 4.26!!"
    Charlie: "Nah, ill just make something more simple and easy while also looking awesome."

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +6

      Haha I love making things from scratch because it's much easier to make it do specific things, where as using the pre-existing stuff often comes with limitations since they were specifically designed for a specific use case

    • @bobcharlotte8724
      @bobcharlotte8724 3 роки тому +1

      @@PrismaticaDevAnd it makes it easier to adjust since you know how it was put together.

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      @@bobcharlotte8724 That's exactly right :) It's always worth having a go at DIY

  • @lastvision92
    @lastvision92 3 місяці тому +1

    I stumbled upon your videos recently (like a week ago) and I must say I have learnt so much :) Thank you for all of these tutorials ^^

  • @rickfuzzy
    @rickfuzzy Рік тому +25

    Got a tip for you. If you use a one minus after your absorption then you can actually choose your water colour exactly in your instance, rather than always working with opposites..

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +5

      Haha I don't know why I hadn't thought of that before!

  • @ShinzuMusic
    @ShinzuMusic 2 роки тому +1

    I have this issue in VR mode with my quest 2 where there's glitchy lines on the water & the reflection is so off. Looks great when simulating in Unreal but when I put the VR headset on it looks weird and laggy. Would you happen to know why? It's a custom water plane, nothing too fancy. Thanks! 🙂

    • @Luna010113
      @Luna010113 6 місяців тому

      Refraction is not fully supported for Mobile/Quest platform, mostly its faked with cubemaps

  • @grixxy_666
    @grixxy_666 3 роки тому +3

    Bro. Better results in 3 minutes than an hour and a half epic live stream. Immediate sub.

  • @asimplemotionua
    @asimplemotionua 2 роки тому +6

    Finally i've found a great explanation how to work with single layer water, not with experimental water plugin (UE5, it's very buggy at the moment).

  • @vaclavfliegel703
    @vaclavfliegel703 3 роки тому +7

    If you still have some issues with the refraction, you can alternatively change Index of Refraction to Normal Pixel Offset in the material settings which distort the picture based on the normal map.
    It is not physicaly accurate by any means and without normal map it does nothing (not great for still water) but it does not have the weird reflection artifact near the shore. See UE4 documentation.

  • @Urammar
    @Urammar 3 роки тому +8

    Literally how dare you be this good.

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      I'm sorry :((( I just have too much spare time haha

  • @iendrin9152
    @iendrin9152 3 роки тому +2

    I was in a hurry once (school deadline) and needed a shallow stream for a small ditch, which i tried to follow Ben Cloward's huge water series to do lmao, this would've been perfect to do instead... 😂
    Your channel has taught me more about shaders with this little series than my school ever will tbh.
    (Edit: Ben's channel is great btw, just in case it came across differently)

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Haha it's apples and oranges - there are always multiple ways to do anything! And I love Ben's videos myself, he's an incredible presenter :)

  • @void9853
    @void9853 Рік тому +3

    Thank you! By the way, if you use 0 for metallic, specular and 1 for roughness, the number of instructions will be significantly reduced for stylized water

  • @KaustavMajumder
    @KaustavMajumder 2 роки тому +2

    Folks at the UE Streams should learn a thing or two from you. Straight to the point. No bullshit.

  • @morganlak4337
    @morganlak4337 3 роки тому +3

    So glad you made this, translucency is just not very good with the cel shader and my game is stylized so I was just not going to have translucent water but this looks great and I think refraction and "translucency" will look way better in my game overall

  • @DuckJohnn
    @DuckJohnn Рік тому +3

    For me, the "DistanceToNearestSurfase" doesn't work like in the video. Whole water area just bounces. Turning "generate distance fields" on doesn't help.

    • @sachaleighton2518
      @sachaleighton2518 Рік тому +3

      I have the same issue!

    • @Yarogor
      @Yarogor 3 місяці тому

      select water plane and uncheck "Affect distance field lighting"

  • @jaypatel3233
    @jaypatel3233 16 днів тому

    awesome work dude !!

  • @tiannicalogheros6339
    @tiannicalogheros6339 3 роки тому +1

    Another great video. I had water working well enough on my own, I knew Single Layer Water existed, but I never experimented with it for some reason. Thanks for showing me the possibilities :)

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Glad to hear it Tianni :) I think SLW was gone under everyone's radar but it's actually super useful haha

  • @ThomasBerglund-y8f
    @ThomasBerglund-y8f 4 місяці тому

    wait i could make water in 1 minute? you're awesome thanks !

  • @etienne4081
    @etienne4081 3 місяці тому

    Phase G is actually the anisotropy that controls light reflection onto the water

  • @chrispetersen3613
    @chrispetersen3613 2 роки тому

    When you zoomed in on the kitty… I’d subscribe to your channel a thousand times.

  • @parallax_xix
    @parallax_xix 3 місяці тому +1

    alright video, I don't like how only half the screen is shown because at multiple points in the video I am noticing the settings of things are changing without it even being mentioned. Also, this video has a lot of add this here without even saying what 'this' is

  • @okamitsu7
    @okamitsu7 6 місяців тому +2

    That tutorial is really cool but, have a lot of cut and a lot of node appears, i'm a bit lost even if i can have a good water at the end without all that new nodes

  • @Alina-ve1mc
    @Alina-ve1mc 7 місяців тому +1

    I felt educational entertained. ;D Thank you for helping out! :))

  • @luanabianco5827
    @luanabianco5827 Рік тому +20

    In UE 5.1 you need to disable nanite for the water plane, otherwise it will cause the engine to crash

    • @1Uik1
      @1Uik1 Рік тому +2

      OMG! thanks :D

    • @mick0978
      @mick0978 Рік тому +1

      Thanks for heads up

    • @TuxedoVaileGAMES
      @TuxedoVaileGAMES Рік тому

      Do you know if that's still an issue in 5.3? I intend on using nanite for my project if possible.

  • @rauljaramillo923
    @rauljaramillo923 3 роки тому +3

    Both educational and entertaining :) Thanks Charlie!!

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      Haha I'm glad to hear it! You're very welcome :)

  • @giorgikoridze8608
    @giorgikoridze8608 2 роки тому

    You're covering things that I've never seen others have ever covered.

  • @jeremiahwright1590
    @jeremiahwright1590 11 місяців тому +2

    love the ruenscape music

  • @Fokkusu
    @Fokkusu 3 роки тому +2

    that was an excellent video, I'm going to be testing this shader on vr with forward shading and see what happens :)

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Oooh yes! Please let me know how it goes - hopefully it's a great alternative to Translucency

    • @Fokkusu
      @Fokkusu 3 роки тому +1

      @@PrismaticaDev sure! I will do it today

    • @Fokkusu
      @Fokkusu 3 роки тому +1

      I did it and shared it on the discord, for anyone reading this, yes this water is cheaper than traslucent water, specially in forward rendering, and looks perfect in VR

  • @a.l.murkar6425
    @a.l.murkar6425 3 роки тому

    "Let's just create a plane" *drops gigantic picture of his head* love it lmao

  • @666nevermore
    @666nevermore 2 роки тому +1

    Refraction must go 1.33, the reason you see it wrong is because on the root is default “index of refraction” but you have to select the second option which is more fitting for larger surfaces like water

  • @TheGuyWithWifi
    @TheGuyWithWifi 3 роки тому +4

    where di dyou get the texture sample from for the colour scale behind water bit at 4:30

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      It's just a cloud noise texture that I made in photoshop. You should be able to find some in the engine files :)

    • @TheGuyWithWifi
      @TheGuyWithWifi 3 роки тому

      @@PrismaticaDev yeah I realised afterwards, I’m getting back into the whole dev thing after a pretty long break. 😅
      Thanks tho

  • @AlvaroRealtimeMayhem
    @AlvaroRealtimeMayhem 3 роки тому

    Dude, this is gold.

  • @BecineStudio
    @BecineStudio 11 місяців тому +1

    What a great tutorial!

  • @spencersine2723
    @spencersine2723 5 місяців тому

    ty for this helpful tutorial!

  • @bringfire
    @bringfire 7 місяців тому

    Do you know if there's a way to tune the Fresnel angle within a material using the Single Layer Water Shader? I want my reflections to be more prominent at steeper angles of view. Love your content, btw...some of the best on YT!

  • @preshader7718
    @preshader7718 3 роки тому

    Have to love the “Forest” track, one of my favorites

  • @RomarioDev
    @RomarioDev 3 роки тому +1

    Awesome 👏 can’t wait to try this out

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      Happy to hear it - let me know if you run in to any issues my dude :)

  • @albertusugd3100
    @albertusugd3100 Рік тому +2

    Can someone tell me how did he reduced the base pass shader count from 608 to 133 in minute 7:59?

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      If the opacity is a constant 0 or 1, it doesn't have to render both "versions" of the shader.

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      Also, only using one of Absorption/Scattering will reduce the complexity as well. Keep in mind, however, that instruction count isn't a very accurate way to measure performance of a shader since all instructions have different costs (an Add an a Texture Sample are 1 instruction each, but one may be 100x more expensive than the other)

    • @albertusugd3100
      @albertusugd3100 Рік тому

      @@PrismaticaDev can i send you a screenshot of what im working on? i still have like around 700 instructions

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      @@albertusugd3100 700 is quite normal for a SLW shader. If you're using unreal 5 they might have changed the way the instructions are calculated (more accurate to performance etc)
      Feel free to chuck a screenshot in the discord :)

  • @OreoRobDog
    @OreoRobDog 5 місяців тому

    the little waves on the edge of the water is there BUT its soo small idk how to make it more visible

  • @TilW
    @TilW 3 роки тому +2

    0:20 cat vibing in the background

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      There are always cats vibing in my studio :P

  • @baulator
    @baulator 2 роки тому +4

    Great Video! Can you please make a video about flowing water like we can see in the background? 0:40

  • @armaanc.684
    @armaanc.684 8 місяців тому

    For anyone who is encountering weird issues, i.e., normal maps not working, make sure you have the refraction method set to Index of Refraction in the material details.

  • @cocinando3d
    @cocinando3d 3 роки тому +1

    Amazing, as always!

  • @jankystreams3337
    @jankystreams3337 6 місяців тому

    Hey Charlie, how did you go about making the sparkles in your water?? I think it looks amazing and I would love to do something similar.

  • @Nimasti
    @Nimasti 2 роки тому +1

    Awesome tutorial, thanks you :D you gained a subscriber.

  • @DahaiLi
    @DahaiLi 3 роки тому

    elegantly done.

  • @bronsoncjmj
    @bronsoncjmj 2 роки тому +3

    Just wondering how you got the zeros to come up with just a click? I can't seem to find an answer online so I'm guessing it was a hotkey? Thanks in advance and I appreciate the uploads!

    • @bronsoncjmj
      @bronsoncjmj 2 роки тому

      Nevermind, the Unreal Engine 5 facebook group had the answer. Just hold 1 and left click the grid pattern in the material window :)

    • @PrismaticaDev
      @PrismaticaDev  2 роки тому +1

      @@bronsoncjmj Was just about to answer but you've already got it! There are a tonne of useful little shortcuts like that

    • @bronsoncjmj
      @bronsoncjmj 2 роки тому

      @@PrismaticaDev thanks!

  • @mojanzhang7757
    @mojanzhang7757 15 днів тому

    I noticed that when you add foam effects, the water surface at the junction with rocks and the shore becomes abrupt. How did you resolve this issue? Similarly, I encountered a problem where adding environmental reflections to the water surface caused the transparency at the edges of the single-layer water to lose its smooth transition. I would appreciate your response. Thank you.

  • @GarethNN
    @GarethNN Рік тому +1

    Fantastic video, thanks, you're a life saver!

  • @bernardvezina-gagnon24
    @bernardvezina-gagnon24 Рік тому +1

    My refraction is disabled In the Mat , even with the distance field in settings ON , any ideas on how to fix it ?

  • @mykhaylov15
    @mykhaylov15 3 роки тому

    You are incredible! very cool presentation of information, very nice to watch! thanks

  • @issac7787
    @issac7787 Місяць тому +1

    Thx

  • @goeorgehuxleywells5375
    @goeorgehuxleywells5375 2 роки тому

    Wow thanks for the tutorial it gived a big level up to my project!!

  • @HotDumpsterCrab
    @HotDumpsterCrab 7 місяців тому

    Wow! I'm just desperate to know how you make the full ocean material.

  • @flying_redkite
    @flying_redkite 2 роки тому +1

    Amazing video :)
    Thank you

  • @chrismaurath1057
    @chrismaurath1057 3 роки тому +2

    Another great video!!!

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      Cheers Chris! Hope you learned a new trick :)

  • @RISKS_V
    @RISKS_V 3 роки тому +3

    Im a new subscriber bc this seems like such a good game!

  • @НеизвестныйЯ-г4ь
    @НеизвестныйЯ-г4ь 3 роки тому +1

    This foam awesome!

  • @jayjaygolden5123
    @jayjaygolden5123 2 роки тому +3

    where did you find the texture for caustics?

  • @allalongthewatchtwer
    @allalongthewatchtwer 2 роки тому

    this tutorial was very useful, thanks, Gyro.

  • @aluckyshot
    @aluckyshot 2 роки тому

    Inspiring! Definitely will tune in and try to learn.

  • @markbay9275
    @markbay9275 3 роки тому

    Very cool effect. Great work as always.

  • @victorthebard240
    @victorthebard240 2 роки тому +2

    Got to say I really love your videos! It helps me a lot in learning more about everything shader related into Unreal.
    I was wondering how did you manage to make your foam work around your character? (9:12)
    I tried some stuff like adding basic static meshs onto the character bones (since distance fields doesn't work with movable meshs) but I just can't figure it out!
    Do you plan to do a video on that? That would be awesome! :)

    • @PrismaticaDev
      @PrismaticaDev  2 роки тому +3

      Heya Victor! The foam around the character is actually a completely different system that uses a render target and a depth capture - it's the exact same method as my landscape interaction stuff. I'll be making a video on it in the future :)

    • @victorthebard240
      @victorthebard240 2 роки тому

      @@PrismaticaDev Thanks, I'll be checking your landscapes videos and keep on trying while waiting for new content!
      Keep up the great work, your channel is awesome!

  • @sarahgreaney8241
    @sarahgreaney8241 Рік тому

    Just wondering where you got the cloud noise texture? would love to use it if thats ok? great tutorial for water:)

  • @francisconhernandez9948
    @francisconhernandez9948 2 роки тому

    The foam, and the green stuff being removed, are you doing that with renderTargets and SceneCapture? I love you dude, your tutorials are the best!

  • @Paulo_Dirac
    @Paulo_Dirac Рік тому +1

    Came for shader stuff, watched the cat all along

  • @alexanderalikin1210
    @alexanderalikin1210 2 роки тому +3

    How would you go about adding reflections to the water? They don't work by default. The only way, as fa as I know for now, is by adding SSR reflections to your post-process volume which sadly prevents you from using Lumen reflections in your scene. Planar reflections also doesn't work on single layer water.

    • @nether6209
      @nether6209 2 роки тому

      Specular = 1

    • @alexanderalikin1210
      @alexanderalikin1210 2 роки тому

      @@nether6209 No smart ass. There was no reflections for the single layer water. But it has been added with the latest update of the engine around a month ago. Thank me later.

    • @nether6209
      @nether6209 2 роки тому

      @@alexanderalikin1210 ? what's the reason for rudeness? I was trying this today and your comment had no reply. You're a poor excuse of a human being. Also I have no reason to thank you.

    • @nether6209
      @nether6209 2 роки тому

      Oh wait I checked your channel and you look like a serial killer irl. No wonder.

    • @alexanderalikin1210
      @alexanderalikin1210 2 роки тому

      @@nether6209 The reason for my rudeness is the fact that your answer was useless and had nothing to do with reality and with what I initially posted.

  • @thumbsup08
    @thumbsup08 2 роки тому +1

    Awesome Vid! How do I put it on the world space?

  • @darnedghost2008
    @darnedghost2008 3 роки тому +1

    Thanks great tutorial as usual

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      No worries :) Hope you found it useful!

  • @okamitsu7
    @okamitsu7 6 місяців тому

    4:50 where can i find that caustics effects

  • @vspicey
    @vspicey 3 роки тому

    this is exactly what i've needed thank you :')

  • @polyatriton9801
    @polyatriton9801 Рік тому

    thank you very much for the material)))😄

  • @okaydude5782
    @okaydude5782 2 роки тому +1

    how are you able to just bring up the parameters boxes without right clicking?? im curious of the shortcut key

    • @guilhermenaco
      @guilhermenaco 2 роки тому +4

      1,2,3 = Constant Vectors / S and V=Parameters / A,D,M,S = Math Operations / T = Texture Sample and so on

  • @cr0uchingtiger
    @cr0uchingtiger Рік тому

    Dammit. Got this working because my other water material casts weird reflections. But the shadows cast on the water of SingleLayerWater can not be soft.

  • @andreascomposer5055
    @andreascomposer5055 Рік тому

    Great showcase for the shader model! This might be a stupid question but how did you get your character to make ripples in the water? What I have found is that a skeletal character dosen't produce a distance field?

    • @fuglong
      @fuglong Рік тому +1

      attach invisible cubes or spheres to your skeletal mesh and use those. One on each foot, one on the pelvis, and one on the chest.

  • @markelishaev617
    @markelishaev617 3 роки тому +2

    Great content! Do you think that ~600 instructions is good? I also couldn't find a way to reduce it with dynamic water.. Also, in the last part of the video I don't know if that was the same material, but you had there 200 instruction with what seemed like the same result, how come?

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +2

      Heya Mark! I wouldn’t get hung up too much on Instruction Count - it doesn’t take instruction complexity in to account so it can be quite misleading. SLW is also opaque so it doesn’t result in any overdraw/rendering pixels twice. As for the instruction difference later on, it might have been when I enabled/disabled Scattering

  • @Maciej.01
    @Maciej.01 Рік тому +1

    thaanx

  • @alessiamuggetti7930
    @alessiamuggetti7930 2 роки тому +1

    im sorry i have a question the texture that you use for the caustic how did you created it?

    • @Zeuzdelaluz
      @Zeuzdelaluz 2 роки тому +1

      Hello Alessia, If you have a texture node just type in caustics it will give you a caustic texture you can use. Apply a panner 2 times and the second pannes have it going opposite from the first one and you have yourself some cool-looking caustics. =)

  • @hugo-samson
    @hugo-samson Рік тому +1

    But then how do you remove the shadows on it? Cause now shadows are just cast like any opaque materials

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      Set the Opacity to 0. The "Opacity" means the surface opacity, not the water opacity.

    • @hugo-samson
      @hugo-samson Рік тому

      @@PrismaticaDev but I use the opacity for the cusp with distance to near.. Since 0 opacity doesnt show the color, i use the distance as an alpha

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      @@hugo-samson the colour of the SingleLayerWater type comes from the Absorption values, not the Base Colour. The Base Colour denotes the colour of the surface of the water

  • @alinarangi7826
    @alinarangi7826 10 місяців тому

    Hi man, thanks for awesome tutorial, im new to UE and i want to make game assets and sell them and try to optimize my assets from beginning, in Unreal what is that number that shown in state menu, Base Pass Shader, and how can it helps to know how much this asset or shader or... is optimize or not optimize, thanks in advance, Also i have another question, do you have any tutorial about how can i setup a nice and good optimized parallax occlusion Decal? Thanks man

  • @RprtBak
    @RprtBak 2 роки тому

    SO. GOOD. :D Thank you!!

  • @DatPhan-uo7ep
    @DatPhan-uo7ep 4 місяці тому +1

    question but where did you download cloud noise?

    • @PrismaticaDev
      @PrismaticaDev  4 місяці тому

      Hello - I created it in Photoshop a while ago, but there are plenty of free noises on the internet. You can also create custom noise using Quixel Mixer and other material design apps

    • @PrismaticaDev
      @PrismaticaDev  4 місяці тому

      Oh and there are a few floating around in the engine files themselves :)

  • @Notus29
    @Notus29 9 місяців тому

    what about the. physic on the plane
    how are you able to walk thought it like water

  • @kevinzawarrior
    @kevinzawarrior Рік тому +1

    Whenever I connect the 0 value to the absorption coefficients my UE5 Crashes, is this a bug?
    Im new to UE5 and Ive come from unity so i dont know if im doing something wrong

    • @DreamweaverGameStudio
      @DreamweaverGameStudio Рік тому

      same thing here

    • @DreamweaverGameStudio
      @DreamweaverGameStudio Рік тому

      Searching through the internet, I discovered that my graphics card might not be 100% compatible with DirectX 12. I switched to DirectX 11 in the project settings, and it worked just fine. I hope it helps you as well.

  • @playcrate2932
    @playcrate2932 Рік тому

    I have a problem with this "single Layer water" and my PostProcessVolume (CellShader+OutlineShader). Basically, this water surface overwrites the post-process effects.... How can I solve this problem?

  • @TwiejkVR
    @TwiejkVR 2 місяці тому

    Just to be sure, if anyone arrives here and wonders why it doesnt work for you.
    There's a good chance you used a PLANE in a low poly asset pack, they consist of only 1 singular plane, not great to display textures on ;p

  • @LiMaking
    @LiMaking Рік тому +1

    and right at the second node I couldn't follow :/ wtf is the 0 node?

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +1

      If you hold 1 and left click, you'll get a Constant scalar value. You can do the same for 2, 3 and 4

  • @Neki2K1
    @Neki2K1 2 роки тому +1

    What do you think about Water System Plugin and Single Layer Water when applied to the game? I'm a newbie UE and am looking for information on water generation, so SLW will probably have better performance than WSP, but WSP probably has something for Epic to spend on building it, hope you can help.

    • @PrismaticaDev
      @PrismaticaDev  2 роки тому +1

      I haven't actually used any water plugins before unfortunately - I've always just used simple planes and splines for my water. However I'm sure there are some resources about alternate methods and their pros/cons

  • @gamertech4589
    @gamertech4589 Рік тому

    you promise to create water system but still no seriies on it :) and did you cancle the series ?

  • @zytron615
    @zytron615 Рік тому

    I can't find the cloud texture you used, isn't it default in the engine?

  • @luz0103
    @luz0103 Рік тому

    How do you get the sort of rainbow noise color texture for the caustics?

  • @levinqu7192
    @levinqu7192 3 роки тому +2

    Hey, I'm using UE4.27. When I give 1 to the base color, and give a texture to opacity, the color is black. I noticed you have got white wave in your tutorial. Do you know why is this situation?

    • @charlessnix7547
      @charlessnix7547 2 роки тому

      same question

    • @charlessnix7547
      @charlessnix7547 2 роки тому +2

      found it after commenting; make sure your base color value is 1

    • @Axeinus
      @Axeinus 2 роки тому +2

      @@charlessnix7547 I could not figure this out. I was trying to use the cel shading and incorporate the water shading and it just wasn't working. I'm finding that 0.7 is giving a nice effect thanks to your comment

    • @somni4516
      @somni4516 Рік тому

      @@charlessnix7547 Thanks man

  • @inversus1733
    @inversus1733 3 роки тому

    Man, you are amazing. It would be very interesting if you made a waterfall.

  • @dayp5934
    @dayp5934 3 роки тому +2

    Single layer water? Is it used for water shaders by any chance?

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +2

      Hmmmm... Possibly. You never know for sure with Unreal though, right?

  • @somni4516
    @somni4516 Рік тому

    Thanks G

  • @Orangefordays
    @Orangefordays 2 роки тому +1

    How to work with Cel-Shader, it's just black?

  • @JoanVetulani
    @JoanVetulani 11 місяців тому

    How did you set up the water to work with post processing? It completely ignores post processing for stuff behind the water for me somehow. I've been scratching my head over how to have the water not recieve shadows too, the post processing issue is more pressing tho since mine is also stylised.

    • @JoanVetulani
      @JoanVetulani 11 місяців тому

      Yeah so what's happening is that I'm doing lineart and scene depth includes the water - you can exclude that there's a function for it, but scene normals always include water ;(. And I need mine to be transparent.