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.
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
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.
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.
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.
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.
@@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..
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/
@@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.
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
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.
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
So cool . Are you planning to implement triplanar local and world mapping?
Perhaps. Have you tried adding this to the master material? Did you run into any difficulty?
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.
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.
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.
@@derekfloodVFX Thank you Derek, i will check this out in VR Level
Are those materials suited for baked lighting (i.e. in VR)? I'm not sure Substrate has even been showcased in that scenario..
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.
@@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..
@@PascalNocquet One thing you could explore is using Lumen reflections with baked static lighting for the GI and direct diffuse.
hey dude, somehow the shaders dont work in the Electic Dreams Jungle Project... any idea why ? after using it the materials become greyed out
Substate must be enabled in the Project Settings. See the Unreal Docs for instructions.
It is … they showcased substrate with that project …
@@Future_Me Hmm, Not sure. Might be the version. What version of UE is the project?
How does substrate work with Unreal's layered material system?
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/
@@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.
Is this supported in 5.4? Will need to know before I buy it
Yes it is
@@derekfloodVFX The marketplace version doesn't seem to work in 5.4 yet? [Edit]: It works just fine. I'm a derp!