Growing Roots with WPO

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  • Опубліковано 25 сер 2024
  • This week we have a look at how to use World Position Offset in our shader to create a growing roots effect.
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КОМЕНТАРІ • 29

  • @BucketKingu
    @BucketKingu 7 місяців тому +7

    Not only did you show how to make the material and effect, you also showed how to make the mesh. Absolutely amazing detail man, excellent as always.

  • @themeskimoze
    @themeskimoze 7 місяців тому +5

    man i cant get enough of your content truly one of my best resources for learning about VFX

  • @tssirivantalu4188
    @tssirivantalu4188 7 місяців тому +1

    Thanks. We need more

  • @doomstarrobo7807
    @doomstarrobo7807 7 місяців тому +1

    This is very very cool. Thanks for sharing.

  • @CKostopoulos
    @CKostopoulos 7 місяців тому

    This is awesome, thank you a million times!

  • @CaptainWeirdBeard1
    @CaptainWeirdBeard1 7 місяців тому

    Thanks so much!

  • @srknAyn
    @srknAyn 6 місяців тому

    thanks

  • @AllesLatte
    @AllesLatte 3 місяці тому +1

    super nice! thanks for sharing the knowledge. im wondering if that technique could be applied to a spline mesh, so you could even generate the mesh in-engine and maybe even modify on runtime. definitely gonna check that out!

    • @tharlevfx
      @tharlevfx  3 місяці тому

      Yup. All those things are possible with this technique

  • @fragelius
    @fragelius 7 місяців тому +1

    aaa yiiis ty for tutorial

  • @TOMAvatars
    @TOMAvatars 3 місяці тому

    Hi! Thank you very much for your great content. It always helps me. But I don't understand something here: when I use negative values multiplied by the Vertex Normal WS it doesn't shrink, it grows.

  • @ImaginaryCreation-jm4xf
    @ImaginaryCreation-jm4xf 3 місяці тому

    9:08

  • @baryafe
    @baryafe Місяць тому +1

    if i want to do it on an enemy? does it matter how i warp it around the object?

    • @tharlevfx
      @tharlevfx  Місяць тому +1

      @@baryafe it depends if how dynamic you want it. Easiest thing would be to have a pose the enemy goes into when rooted and then use a static mesh using this technique.

    • @baryafe
      @baryafe Місяць тому

      @@tharlevfxRocks!!!!!!!

  • @javideas
    @javideas 6 місяців тому +1

    If I understood correctly, you are masking-unmasking the mesh, but the mesh is there the whole time in a fixated shape and position, is that correct?
    So if we want to not "reveal the trick", we should stop the player to step on the invisible but existing mesh.
    How is this "displacement" (when you change the width of the Roots) affects Collision?
    Also, the "column" where these Roots are growing cant be moved (if, again, we dont want to "reveal the trick"), right?
    Thanks

    • @tharlevfx
      @tharlevfx  6 місяців тому

      Correct - it’s all fake. Collision isn’t affected at all so if you wanted the player to step on the roots you would have to manage that a different way.

  • @LastIberianLynx_GameDev
    @LastIberianLynx_GameDev 7 місяців тому

    Thanks. We need more of this stuff.
    One thing i have some difficulty when dealing with these effects is how to control them from Blueprints.
    I normally lerp the material parameter but this doesnt seem ideal.
    Is there any way to trigger this animation, without having to lerp the variable manually in BP?
    Or thats just the way to go?
    Kind like there should be way to do it in the material itself.

    • @Tylru
      @Tylru 7 місяців тому +1

      Best to animate it in sequencer and save that out as an animation you can play from Blueprint :)

    • @kettenotter
      @kettenotter 7 місяців тому +1

      The best way is using a timeline in an actor. Then you have the most control.
      You can also just update the custom primitive data instead of using an extra Material instance.
      Actually the best way is probably using Niagara particle system. Then you have the most Flexibility and Performance. You can just spawn a single particle for the root mesh. (This is actually the setup I use for this kind of effect)

    • @Fafmagic
      @Fafmagic 7 місяців тому +1

      Would using material parameter collections work better?

    • @tharlevfx
      @tharlevfx  7 місяців тому +3

      You can animated the parameter directly in sequencer if it’s just for a cinematic or portfolio piece. Or a material parameter collection could work too.
      In blueprint I would probably use a timeline and drive the parameters that way, or if it’s something like a gameplay effect you could use niagara and spawn these as mesh particles with animated material parameters - lots of options, it just depends on your use case :)

    • @kettenotter
      @kettenotter 7 місяців тому

      @@Fafmagic I am not a big fan in this case. Because if you later want two instances with different values it gets messy.
      Use it more for things which are everywhere the same: Light direction, Fog color, Time of day, season...

  • @carlosrivadulla8903
    @carlosrivadulla8903 7 місяців тому

    is a pity that someone like u doesn't use houdini to leverage all that math and fundamentals knowledge.

    • @tharlevfx
      @tharlevfx  7 місяців тому +1

      I’ve tried to learn it a few times but I just don’t need it for most of what I do. It’s a great tool for films but a bit too much for most games projects

    • @YAXHY
      @YAXHY 7 днів тому

      I have started learning houdini but figured that i can do the things i imagine in blender and unreal. Was learning it for destruction as i have a giant destruction scene in one of my shots which i figured i could just also make in blender. Can you tell me why i would still benefit from houdini? Is the workflow just better in a sence that you can get the desired effect faster and with less processing, or is it about the quality of effects, or is it just because it’s a standard? I will start learning houdini again but i just dont have a big incentive on why i would spend my time now trying to learn it because i can get to the results i want now…

    • @carlosrivadulla8903
      @carlosrivadulla8903 7 днів тому

      @@YAXHY I left 3D because of ai, I don't know what to tell u anymore, good luck

    • @YAXHY
      @YAXHY 7 днів тому

      @@carlosrivadulla8903 oh i thought you were a professional on this... Thanks anyways!