Advanced Vertex Painting Techniques

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  • Опубліковано 2 січ 2025
  • Today we have a look at how we can use Vertex Painting to create Material Blending and how we can add detail with Noise and Heightmaps.
    If you want to learn more about Materials in Unreal Engine check out my new course here:
    tharlevfx.gumr...
    If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
    Or you can find more tutorials on my website: www.tharlevfx.com
    or check out my work on the Unreal Marketplace:
    www.unrealengi...
    or follow me on Twitter: @tharlevfx
    If you'd like to support the channel then follow me on Patreon: / tharlevfx

КОМЕНТАРІ • 132

  • @will_666
    @will_666 3 роки тому +36

    This is the best tutorial on vertex blending I came across.

  • @rouvensoezueer
    @rouvensoezueer Рік тому +4

    Dude, this was exactly what i was looking for! Nice tutorial, step by step with visualization of every level of detail you added in. I will test it now in my project, but im sure, it will make it definetly more realistic now. Thanks man!

  • @sergeyfilin5204
    @sergeyfilin5204 Рік тому +3

    Amazing tutorial on vertex blending! Thank you!

  • @caebo
    @caebo 3 місяці тому +1

    Awesome!

  • @HONDOMACLEAN83
    @HONDOMACLEAN83 3 роки тому +3

    @tharlevfx You're videos are so good, love the way you start off super simple then add complexity, makes it so much easier to digest. Keep up the good work Sir!

  • @billwrosch
    @billwrosch 4 роки тому +4

    Great Content as always Tom. The edge noise trick is really useful, will definitely be using that one.

  • @UnrealArtist
    @UnrealArtist Рік тому +2

    Duuuudee!!!! Great tutorial.

    • @tharlevfx
      @tharlevfx  Рік тому

      I cover vertex painting and landscapes in more detail in my materials course, available on Gumroad

  • @AlexTsekot
    @AlexTsekot 2 роки тому +2

    Hey there, love your videos, as someone interested in learning more about materials your channel is gold. I would love to see a video regarding layered materials and your thoughts on the system. Feels like a bit of an untapped part of the engine as far as training goes. I've got the basic idea down but seeing something more advanced would be awesome. Keep up the great work!

  • @RadoslawKurczewski
    @RadoslawKurczewski Рік тому +1

    Thank you so much mate. Absolutely awesome stuff and way in which you explain it is great.

  • @netrarajpun
    @netrarajpun 24 дні тому +1

    Hey, is there a way to add drop shadow or ambient to this vertex paint mask?

    • @tharlevfx
      @tharlevfx  24 дні тому

      you can use some shader math to calculate an edge normal from the heighmap, which will give you a shadow effect, based on lighting. similarly you could create a darker AO pass layer and then use the same mask logic to paint where that is placed.
      i cover this in more depth in my paid material courses

  • @aurelienfebvay1385
    @aurelienfebvay1385 3 роки тому +1

    Your tutorial are great ! You cover most of things really simply and your tutorial are easy to follow! You literally are a life-saver for people starting Unreal Engine!
    Thanks a lot for doing that.
    Keep continuing your content we appreciate it ;)

  • @hannantonova
    @hannantonova Місяць тому

    Great tutorial, thank you very much!

  • @netrarajpun
    @netrarajpun 4 роки тому +2

    Thank you, I was looking for something like this and it does help a lot.

  • @MarkOfArgyll
    @MarkOfArgyll 4 роки тому +1

    Fantastic work, as usual Tom. This solution works for my stuff too, so result!

  • @bihancgraphics3464
    @bihancgraphics3464 4 роки тому

    Really nice content...
    you deserve more views.

  • @dpq06
    @dpq06 4 роки тому +2

    Fantastic stuff!

  • @wilbru012
    @wilbru012 4 роки тому +2

    you are really good sir, thank you for sharing this content!

  • @Dext0rr
    @Dext0rr 8 місяців тому +1

    I think we need to invert the height map before the heightlerp node so that the plaster stays in the brick joints rather than avoiding them.

    • @tharlevfx
      @tharlevfx  8 місяців тому

      Depends on what kind of brick wall you’re making - both things can happen

  • @CinematicGames94
    @CinematicGames94 3 роки тому

    Highly Appreciated. thank you, Sir, Subscribed

  • @nicolasevans-reinke3587
    @nicolasevans-reinke3587 4 роки тому

    Excellent work learned a lot from you really appreciate these tutorials

  • @foxyboxi9028
    @foxyboxi9028 Рік тому

    I am using Unreal Engine 4.27.2 and How come in your Material fuction view (16:08), The CheapContrast (S) is missing. Why is that? Also, at (16:49) You took the MF_AddNoiseToGradient's result and plugged it into Transistion Phrase (S) outlet, When I did that, it caused an Error. (My Vertex Color was plugged into Gradient (S) aswell). What is causing my error? Thanks if you respond!

    • @tharlevfx
      @tharlevfx  Рік тому

      What does the error say? It’s probably a function input without a default, that happens pretty often

  • @hirschgrotte
    @hirschgrotte Рік тому +1

    Thank you very much for this thorough tutorial! Followed everything exactly, material function working as expected, however when I try to integrate it into my master material it says I have compilation errors in my material and I can't quite figure out what's causing it... has it maybe sth to do with me using the alpha channel of my vertex colors..? Maybe it's also because I'm plugging the results of my MF directly into the Alpha of my BlendMaterialAttributes? 🤔 (Also very sorry if this is a dumb question, I'm super new to UE!)

    • @tharlevfx
      @tharlevfx  Рік тому +1

      Yeah, it’s probably a data mismatch between vectors and scalars somewhere. You should check out my material course on gumroad if you’re just starting out in ue5

    • @hirschgrotte
      @hirschgrotte Рік тому

      @@tharlevfx damn, I most definitely should and will! Looks like a lifesaver :ooo thanks for all your in-depth content!!

  • @-eleanore-
    @-eleanore- 3 роки тому

    Thank you for the great tutorial! It was super helpful.

  • @subashchandermarappan1441
    @subashchandermarappan1441 3 роки тому

    Thank you tharlevfx, Good explanation. this is very impressive for my individual project. I was a bit worried to know how the vertex paint works in unreal.

  • @huard666
    @huard666 3 роки тому

    Love your videos !! Thanks a lot

  • @sleuthman864
    @sleuthman864 6 місяців тому +1

    Is there a way to use more than R G B A in the painting. I am using RGB for tint colour and Alpha for the 2nd layer blending, I've run out of channels, any way to get more for things like dirt etc?

    • @tharlevfx
      @tharlevfx  6 місяців тому +1

      So yes and no. You can’t add more channels of data but you can use the same channel for more than one thing. You have to do a bit more math in your shader but you can divide a single data channel down to be 0-0.5 dirt and 0.5-1 wetness for example.
      Generally I wouldn’t use full rgb for a tint. Just use a single channel and two fixed colours. So 0 would tint red, 0.5 no tint and 1 tint blue for example. This gives you less control but does free up two channels for other uses.
      Hope that makes sense!

  • @MrRedaamarti
    @MrRedaamarti 2 роки тому +1

    Hi , thank for the tutorial .
    how do you create the paramter node transition and contrast . it seems that you clicked on a shortcut to create them but didn't notify witch one it is ?
    Thank you

    • @tharlevfx
      @tharlevfx  2 роки тому

      If you check the palette window on the right side of the ui it tells you all the keyboard shortcuts

    • @MrRedaamarti
      @MrRedaamarti 2 роки тому

      @@tharlevfx thank you , i found it in fact , it's s+Left click

  • @ДартВейдер-х8щ
    @ДартВейдер-х8щ 3 роки тому

    Thank you. Its very cool trick!

  • @anastasiiaradchenko9529
    @anastasiiaradchenko9529 4 роки тому +1

    Wow! Thank you, this is exactly what i needed now))

  • @TheAjecker
    @TheAjecker 3 роки тому

    amazing video, thanks

  • @jayjaygolden5123
    @jayjaygolden5123 4 роки тому +1

    Is it possible to have a peeling wallpaper effect on vertex paint blending?

    • @tharlevfx
      @tharlevfx  4 роки тому +1

      yes and no - you can only paint the surface that's there so you would struggle to get a fold of wallpaper to look like it's coming away from the wall and falling as geometry. You can definitely paint surface detail and normal information though for small bits of peeling.

    • @jayjaygolden5123
      @jayjaygolden5123 4 роки тому

      @@tharlevfx how would one go about that then?

    • @tharlevfx
      @tharlevfx  4 роки тому +2

      @@jayjaygolden5123 for a peeling wallpaper effect i would probably make a few bits of 3d mesh that look like folds of paper as they come away from the wall. Then i would set up vertex painting between the wallpaper and the under surface, with a nice transition for the underlay paper. Then after painting the surface i would place the 3d meshes around to make it appear that the wallpaper has peeled off in places in larger chunks. The combination of material and 3d mesh should hopefully sell the effect.

    • @jayjaygolden5123
      @jayjaygolden5123 4 роки тому

      @@tharlevfx im wondering more aboyt the smaller normal mapped peels, how would you get those correctly placed at the edge of the vertex painted 'mask'

    • @tharlevfx
      @tharlevfx  4 роки тому +1

      @@jayjaygolden5123 if you think of the mask as a gradient - where white is wallpaper and black is brick, for example, then you just need to place the wallpaper peeling part of the material where the gradient is close to white - ie,
      0.9-1.0 wall paper,
      0.75-0.9 peeling paper,
      0.5-0.75 paper underlay,
      0.2-0.5 peeling underlay revealing brick,
      0-0.2 brick -
      then how you control the gradient using vertex painting will give you the transitions between the different surfaces

  • @3xchris
    @3xchris 3 роки тому

    Awesome tutorial, how would you add a normal to that inbetween blend so you get something like a flakey paint normal in between a brick/plaster?

    • @tharlevfx
      @tharlevfx  3 роки тому +1

      There’s two options - you can use the vertex painted mask as a basis to generate a normal (check out my video on deriving normals in shaders) or use the same mask and a bit of math to isolate the middle grey where the transition is and blend in a third material for the normal there.

    • @3xchris
      @3xchris 3 роки тому

      @@tharlevfx awesome thank you!

  • @forestpump3
    @forestpump3 4 роки тому

    This looks great, thanks so much!

  • @remon563
    @remon563 4 роки тому +1

    one of the best tutorials on this subject I have seen (!). Some Questions:
    1. Why don't you use the "MayLayerBlend_StandardWIthDisplacement?". I understood this node allows us to blend between 2 MaterialAttribute's.
    2. There is also a node called "HeightLerpWithTwoHeightMaps". In it the transitionphase (VertexColor Red in our case) gets inverted, than Height Texture 1 gets added, than +1 to get A.
    Now A-B gives you the Alpha where B is the Heighttexture 2 added to the VertexColor after its multiplied by 2.
    I honestly do not understand the logic behind this math and im hoping you could provide some insights in this troubled Artist mind :P. In specific, why the 1-X on the VertexColor?

    • @remon563
      @remon563 3 роки тому +1

      to answer my own question ;):
      1. the matlayerblend_standardwithdisplacement is basically the same node as materialblend but its placed inside a material function instead of the node being hardcoded. This allows you to add or pull code from it. In this case the displacement/height has been added as an extra output in case your blending multiple layers which use height.
      2. the heightlerpwithtwoheightmaps basically takes into account 2 height inputs so that you can blend the second texture using more variation, which can add more break-up when painting. You can use a grunge texture or the height from texture 2.

  • @RockssoArt
    @RockssoArt 2 роки тому

    Thanks for the tutorial, is very useful!
    How about if you would like to define height values to the different materials? for example 0 to the bricks and 0.5 to the plaster/paint to have a normal map gradient on the edge of the plaster/paint? I don't know if I make any sense ...

    • @tharlevfx
      @tharlevfx  2 роки тому +1

      So you can pack multiple painted layers into the same colour channel - it gives you a bit less accuracy though. But basically you paint a and b together, then that blend with c etc.
      there’s also the perturbnormal node that can generate a normal from your heightmap for things like edges between the layers

  • @AdrianoFerreira-nb8cd
    @AdrianoFerreira-nb8cd Рік тому

    Does the orientation of the gradient change depending on the direction you paint? Because in the example it goes from 0-1 horizontally.

    • @tharlevfx
      @tharlevfx  Рік тому

      Yeah that’s just the example - the gradient you paint is however you want

  • @S_Grez
    @S_Grez Рік тому

    Thank you!

  • @thermosteel6521
    @thermosteel6521 3 роки тому

    Thanks for the tutorial, How do I blend 3 textuers with 3 height blends on it.
    For example: Brick, plaster and Dirt.

    • @tharlevfx
      @tharlevfx  3 роки тому +1

      You just need to do the same setup twice with different vertex colour channels

    • @thermosteel6521
      @thermosteel6521 3 роки тому

      @@tharlevfx Thank you :)

  • @sanjios
    @sanjios 2 роки тому

    How to mix between landscape materials, material instances and such ?
    Or for example master materials, let's say like the ones in Rural Australia nonlandscape materials and materials instances.
    I'd love to see tutorial on this.
    Thanks.

    • @tharlevfx
      @tharlevfx  2 роки тому +1

      You can’t blend between different materials/instances I’m afraid. All the blending logic needs to be in the one material.
      If you mean hiding seams between meshes - check out runtime virtual textures

  • @ahmedcharez
    @ahmedcharez 4 роки тому +1

    Very Helpful, keep up :)!

  • @jamiefurey564
    @jamiefurey564 Рік тому

    Great Video, Thank You...
    I wonder if you could help me?
    I have a problem, before I watch this video I accidentally painted one mesh and now every single Material in the Entire engine🤦‍♂️ has a stain on it. How can I change it back?

    • @tharlevfx
      @tharlevfx  Рік тому +1

      There’s an option in the vertex painting menu to revert vertex colours to imported mesh. And I think the same option if you right click on the mesh in the content browser

    • @jamiefurey564
      @jamiefurey564 Рік тому

      Thanks for replying 😀 but that did not work. It's driving me mad 😂 every material has black dots all over them

    • @jamiefurey564
      @jamiefurey564 Рік тому

      And when I move anything in the editer the black dots flash and move 🤦‍♂️

    • @tharlevfx
      @tharlevfx  Рік тому

      @@jamiefurey564 does the mesh have nanite enabled?

    • @jamiefurey564
      @jamiefurey564 Рік тому

      @@tharlevfx no, I am using UE4. Could it be something to do with lighting?

  • @loveparmar1
    @loveparmar1 2 роки тому

    how do i vertex paint and save it in ue5

  • @alintapordei7514
    @alintapordei7514 3 роки тому

    thank's for the video! is there any way that you can save the blend as a texture/material? and use it to different mesh? thank you!

    • @tharlevfx
      @tharlevfx  3 роки тому

      you can't save you vertex painting out as a texture unfortunately - you'd need to do a different setup with render targets for that. you can save the vertex painting of a mesh to the mesh itself so that it becomes the default painting for all instances of that mesh. it should just be a setting in the vertexing painting tool palette iirc.

    • @alintapordei7514
      @alintapordei7514 3 роки тому

      @@tharlevfx thank you for your fast answer, I really appreciate it. The idea was that I want to have nice environment walls but with vertex paint, you need a lot of geometry, so I was thinking just to create a high-poly for the vertex paint and then apply the same material to the low poly mesh. Don't know if that I explain correctly

    • @tharlevfx
      @tharlevfx  3 роки тому

      @@alintapordei7514 you don't need that high poly a mesh if you use the world space noise technique from this video to add additional detail between the painted vertices. also each mesh is probably going to want to be individually painted so i dont think there's much benefit to trying to save your painting. you can bake to vertex colours in things like maya which could be useful in your pipeline, depending on the scene you're trying to make - if you really want high detail control, just use a texture mask instead of the vertex painting - then you can paint a few variations in something like painter and just change the texture parameter in the material instance. it'll be a more expensive shader but you'll get per pixel control over your blending. - hope that makes sense!

    • @alintapordei7514
      @alintapordei7514 3 роки тому

      @@tharlevfx it makes sense, just I wanted to do something a bit fast inside unreal and don't use other software, because I have some repetitive environment and don't want to spend a lot of time making it :). Thank you again for your response :)

  • @marconapolitano2821
    @marconapolitano2821 3 роки тому

    Hi, your explanation was fantastic, but i have a problem when i try to apply vertex painting to a BP prefab nothing happens it only works with static meshes, is there anyway i could implement vertex painting with BP also?

    • @tharlevfx
      @tharlevfx  3 роки тому

      You can import a painted mesh but that isn’t really suitable for this dynamic painting. I’m not sure unfortunately, I think no but I’ll have a look and get back to you if I find a way

    • @marconapolitano2821
      @marconapolitano2821 3 роки тому

      @@tharlevfx actually I found the solution, before I was using the old method of converting my selection to BP, which converts the static meshes into Children of the root component, and that makes vertex painting impossible, so you actually need to create the BP from scratch and have a static mesh component that's not a child class.

    • @tharlevfx
      @tharlevfx  3 роки тому

      @@marconapolitano2821 ah nice - good to know!

  • @tiagoballin5827
    @tiagoballin5827 2 роки тому

    Can I use POM with vertex painting?

  • @korakot2003
    @korakot2003 Рік тому

    Hi quick question is height lerp usable with POM?

    • @tharlevfx
      @tharlevfx  Рік тому

      I’ve not used POM much but it should be yeah

    • @korakot2003
      @korakot2003 Рік тому

      @@tharlevfx Might I ask?, why do you not use POM? Is it not worth using? Is there any other way to use dynamic material with height? Thanks in advance!

    • @tharlevfx
      @tharlevfx  Рік тому +1

      @@korakot2003 firstly I’m a vfx artist and POM is usually an environmental thing so it’s not usually my decision.
      Secondly it can be quite expensive to use and often looks bad from shallow angles so the results are variable.
      When it works it’s amazing but there’s times it definitely doesn’t.
      These days I would probably start with tessellation and deformation with nanite for similar details, but as always it depends on your project.

    • @korakot2003
      @korakot2003 Рік тому

      @@tharlevfx Thank you!

  • @Sportsman134
    @Sportsman134 3 роки тому

    I didn't understand the world displacement part. Anyways, how can you paint with a third material using this technique? I was thinking maybe another vertex colour channel (lets say green), but i dont know how to combine that in. I tried using two BlendMAterialAttributes Nodes, but that did not work

    • @tharlevfx
      @tharlevfx  3 роки тому

      That’s the right techniques - use red to blend the first two together then another channel, say green, to blend a third.

    • @Sportsman134
      @Sportsman134 3 роки тому

      @@tharlevfx i did that using two blend nodes, but the result was a blank shader

  • @momomadi2
    @momomadi2 3 роки тому

    thanks

  • @fran.fernandez
    @fran.fernandez 2 роки тому

    how about the paint texture?

    • @tharlevfx
      @tharlevfx  2 роки тому

      What about the paint texture?

    • @fran.fernandez
      @fran.fernandez 2 роки тому

      @@tharlevfx people always show vertex painter tool but next tab is paint texture. I tried but UE4 crash as soon I draw something . Do you know how it works?

    • @tharlevfx
      @tharlevfx  2 роки тому +1

      @@fran.fernandez so in theory you can paint texture masks in unreal but I’ve never used it. I’ll try it out in a future video maybe!

  • @DeputyChiefWhip
    @DeputyChiefWhip 11 місяців тому

    yeah nice, I tried the edge noise setup, and it constantly crashes when opening the Material Function

    • @tharlevfx
      @tharlevfx  11 місяців тому

      Sorry about that - there’s nothing particularly complex happening in the function so I’m not sure what could be causing the crash

    • @DeputyChiefWhip
      @DeputyChiefWhip 10 місяців тому

      @@tharlevfx ah, my wording wasnt very nice, sorry mate, I have no clue what happened. I will try again. maybe its a 5.3 thing

  • @pawpotsRS
    @pawpotsRS 4 роки тому

    for example I will add a worldalignedblend "SNOW" at the end of blendmatattrib how can I do that? Lerp and HeightLerp doesn't work.

    • @tharlevfx
      @tharlevfx  4 роки тому

      if you're painting between materials then you need to either use BlendMaterialAttributes or Break and MakeMaterialAttributes so that you're only blending the right thing each time. If you want to paint flatter normals then just lerp between 0,0,1 and your normal map and paint a mask for the Alpha - 0,0,1 is a flat surface so you can paint how much influence the normal map has.

    • @pawpotsRS
      @pawpotsRS 4 роки тому

      @@tharlevfx Hi thanks, I didn't use breaks or make this time and just directly dotted them in the material I think that's only work for me /for now. thanks man! btw your tips is really awesome, saves my life in game dev.

  • @CarlosMedinaandresmedia
    @CarlosMedinaandresmedia 3 роки тому

    awesome tutorial, ammm for some reason I can not get the same result as the function(MF_addnoise), I made the same structure but im getting a linear gradient, any clue?

    • @tharlevfx
      @tharlevfx  3 роки тому

      check your function inputs - the default preview is a gradient but that should be able to be overridden by whatever noise you plug in to it

    • @CarlosMedinaandresmedia
      @CarlosMedinaandresmedia 3 роки тому

      @@tharlevfx Thnks Sr. you rock

    • @fernandobaquiran6837
      @fernandobaquiran6837 3 роки тому

      @@tharlevfx I'm teaching myself Unreal engine because my son is into it as part of his college course and I want to understand what he does. I was generally able to copy your instructions very well but like Mr. Media I'm getting an error with my MF_AddNoise function. Sorry if I seem ignorant but what do you mean exactly to check the function inputs? Also is that a TextureObject expression at the lower left? I used the T_Default_macrovariation sample but now in the texture sample it shows plain white and not the texture? I'm guessing I did something wrong there?

    • @tharlevfx
      @tharlevfx  3 роки тому

      @@fernandobaquiran6837 the function is set up with inputs that allow you to change the data that you're passing into the function. the default i set up was just a simple gradient so you can see the effect working, but you want to be able to override that with whatever data you need.
      TextureObject and TextureSample aren't the same thing - an Object is just a reference to a texture file directly, a Sample looks up the colour data in a texture, via uv's, and returns the RGB values - you can convert one to the other by the right click menu. Hope that helps!

    • @fernandobaquiran6837
      @fernandobaquiran6837 3 роки тому

      @@tharlevfx thanks for the quick reply! Yes it helped. Now I'm going to try to continue the part where you said more materials can be added. Do you have a video about that?

  • @Pebure
    @Pebure 3 роки тому

    Thank you so much ;-)

  • @Kelton99991
    @Kelton99991 4 роки тому +2

    Nice tutorials. In all your videos I feel you are really zoomed out which makes things a bit hard to read. In unreal looks fine but would definitly be easier to read if you zoomed in 0.33x more

    • @tharlevfx
      @tharlevfx  4 роки тому +1

      Thanks for the feedback - I try and remember to record in hd rather than 4K now so hopefully things are a bit easier to see in my later vids

  • @qwetry-j2u
    @qwetry-j2u 3 роки тому

    Hi tharlevfx,
    I have a question for you. Actually I asked it yesterday here in the comments, but for some reason it has disappeared. I hope it's just a youtube bug, so I'll ask it again if you don't mind.
    I'd like to add one feature to material blending which I believe make its even more realistic and believable. Basically it's kind of a slope on the edge between two materials, showing a difference in height for the brick and the plaster layers. Hope you can imagine what I'm talking about. Could you please explain or make a tutorial on how to achieve that?
    Thank you!

    • @tharlevfx
      @tharlevfx  3 роки тому +1

      Yeah I got an email about the comment but couldn’t find it. You need to have a look at Pom and generating normals in the shader to get a nice edge between the surfaces - I’ll add it to my list for future videos!

  • @itzjeo5585
    @itzjeo5585 Рік тому

    does anybody else get an error when plugging the material function into base color?

    • @tharlevfx
      @tharlevfx  Рік тому

      What does the error say?

    • @itzjeo5585
      @itzjeo5585 Рік тому

      ​@@tharlevfx Missing function input "NoiseTexture"

    • @tharlevfx
      @tharlevfx  Рік тому

      @@itzjeo5585 then it sounds like your function is missing a texture input. In the input settings there’s a option for Use Preview as Default - if that is set it will use what’s in the Function unless you overwrite it

  • @itzjeo5585
    @itzjeo5585 Рік тому

    11:30

  • @cmds.learning7426
    @cmds.learning7426 4 роки тому

    reallycool

  • @incredible5587
    @incredible5587 4 роки тому +1

    one vid for 4.25 be great seems there's a little difference

  • @aelendysfaery182
    @aelendysfaery182 4 роки тому

    I've just discovered your channel and it's awesome ! Currently learning level design with UE4 and your tutos help me so much ! May I ask your something sir ? I found another video tutorial which seems similar to this tuto, especially the end with the edge noise trick. The vid is here : ua-cam.com/video/rumECnGptgw/v-deo.html Though, his settings are differents. Just look around 10min. Then the result around 17min is just like your (the nices variations on the edge). Problem is that his video freeze like hell. I don't understand english 100% perfectly so without the video, I can't get what he does, sadly... Does his method tell you something ? Have you another tuto more similar to what he does on your channel ? I'm very curious about this thing ! It's like he does the same thing that you (a bit more customisable maybe ?) but with multiple RGB channels and some colorful noise texture (you use them in your vid called "Unreal Shader Math 101", notably) but really, I can't get what he does exactly... :-(
    Thank you again for all your work. Really appreciate this ! +1 subscriber !

    • @aelendysfaery182
      @aelendysfaery182 4 роки тому

      Actually, the guy has a similar tuto but also the exact same pilosity... I've just noticed that, hahaha ! Just kidding... :-D