UberShader for Substrate: Material Pack (available on the Unreal Marketplace)

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  • @YamanAldous
    @YamanAldous 11 місяців тому

    I already bought your previous pack, and I thought this will be as an update but now it is a separate product.
    I appreciate your work anyways

    • @derekfloodVFX
      @derekfloodVFX  11 місяців тому +2

      Yes, I was originally hoping to be able to just make it an update. However, the way Substrate has been implemented in UE is to completely replace the legacy materials. Once you switch a project Substrate materials cannot be reverted to a non-Substrate Material. For this reason, I needed to make the two separate products. On top of that, because Substrate is such a different system, the entire Ubershader Master Materials needed to be re-written from the ground up, which was a ton of work. So it was a lot more than just an update. It is truly a new product.

    • @YamanAldous
      @YamanAldous 11 місяців тому

      Thanks Derek, I have seen nice results utilising Substrate Materials on Cars, I''ll experiment with that for a project I'm working on, and your UberShader will come in handy

  • @colla1985
    @colla1985 Рік тому +1

    So cool . Are you planning to implement triplanar local and world mapping?

    • @derekfloodVFX
      @derekfloodVFX  Рік тому

      Perhaps. Have you tried adding this to the master material? Did you run into any difficulty?

  • @frameanimator
    @frameanimator 5 місяців тому

    These shaders are amazing and time-saving. Thanks to Derek. Heads up: currently, Subsurface Profiles are not supported in the VR Template in Unreal 5.4, so any shader using a Subsurface Profile might not work properly. If anybody finds a way to use Subsurface Profiles in Substrate, please post the solution here.

    • @derekfloodVFX
      @derekfloodVFX  5 місяців тому

      Hi Amrinder! I don't have much experience with using the VR template, but I would think that subsurface profiles should work, at least if you are viewing on a PC (as opposed to on Occulus for example). Make sure that raytracing is enabled, and that Lumen is working. Also make sure your lights are set to moveable.

    • @derekfloodVFX
      @derekfloodVFX  5 місяців тому

      Also, to be clear are you using Substrate? Because Substrate does not use the subsurface profile at all. Subsurface profile is from the legacy material system used in my Ubermaterial, while this video is about my Ubershader for Substrate, using UE's experimental Substrate material.

    • @frameanimator
      @frameanimator 5 місяців тому

      @@derekfloodVFX Thank you Derek, i will check this out in VR Level

  • @PascalNocquet
    @PascalNocquet 7 місяців тому

    Are those materials suited for baked lighting (i.e. in VR)? I'm not sure Substrate has even been showcased in that scenario..

    • @derekfloodVFX
      @derekfloodVFX  6 місяців тому +1

      I think this is likely more of a general question for the unreal forums. Substrate is intended to be a physically based Uber shader BSDF similar to what one has in off-line renders such as Arnold or renderman. Baked lighting on the other hand is a kind of “cheat“ that would not be able to take advantage of many of the benefits of a BSDF shader. For example, you can’t bake fuzz or specular reflections because they are based on camera position and the position of lights in the scene. So in my view, baked lighting is too limited to be able to take advantage of what substrate can do. Really the only thing that you can bake is GI, which is already taken care of by. Lumen. For this reason, I believe that epic is trying to move away from baked lighting, and towards substrate. That’s my take FWIW. YMMV.

    • @PascalNocquet
      @PascalNocquet 6 місяців тому

      @@derekfloodVFX Thanks. From what I know Epic's not really interested in developping specifically for VR, they think of it as two screens, and Lumen's unuseable in that context ATM..

    • @derekfloodVFX
      @derekfloodVFX  6 місяців тому

      @@PascalNocquet One thing you could explore is using Lumen reflections with baked static lighting for the GI and direct diffuse.

  • @Future_Me
    @Future_Me 11 місяців тому

    hey dude, somehow the shaders dont work in the Electic Dreams Jungle Project... any idea why ? after using it the materials become greyed out

    • @derekfloodVFX
      @derekfloodVFX  11 місяців тому

      Substate must be enabled in the Project Settings. See the Unreal Docs for instructions.

    • @Future_Me
      @Future_Me 11 місяців тому

      It is … they showcased substrate with that project …

    • @derekfloodVFX
      @derekfloodVFX  11 місяців тому

      @@Future_Me Hmm, Not sure. Might be the version. What version of UE is the project?

  • @marko8095
    @marko8095 11 місяців тому

    How does substrate work with Unreal's layered material system?

    • @derekfloodVFX
      @derekfloodVFX  11 місяців тому

      The UberShader for Substrate includes a Layered Material (see the video for details and examples). This has been made using Substrate's ability to more accurately blend between discrete surface types like metal, glass, and plastic.
      Currently, the integration of Substrate and the Material Layers interface is limited and in development by Epic, as stated in the docs: docs.unrealengine.com/5.3/en-US/overview-of-substrate-materials-in-unreal-engine/

    • @marko8095
      @marko8095 11 місяців тому

      @@derekfloodVFX yes yes I see. Okay very exciting tech: Unifying Substrate and Material Layers is a strong area of interest for future development. Will def try to play with the master you created. Thank you.

  • @Lunzium
    @Lunzium 8 місяців тому

    Is this supported in 5.4? Will need to know before I buy it

    • @derekfloodVFX
      @derekfloodVFX  8 місяців тому +1

      Yes it is

    • @MayorAwesome
      @MayorAwesome 8 місяців тому

      @@derekfloodVFX The marketplace version doesn't seem to work in 5.4 yet? [Edit]: It works just fine. I'm a derp!