Procedural Snow in UE4 (Snow, sand or moss on objects)

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  • Опубліковано 20 січ 2021
  • Hello! Today you're learning how to create Procedural Snow for any object in UE4! This can be applied to put snow, moss, sand or tomato sauce on any object in your game. Enjoy!
    Tutorial for Landscape Communication:
    • Extra Landscape Data i...
    Tutorial for Runtime Virtual Textures:
    • How to colour and blen...
    Discord: / discord
    UA-cam: / prismaticadev
    Twitch: / prismaticadev
    Patreon: / prismaticadev
    Twitter: / prismaticadev
    ------------------------------
    Computer Specs:
    Ryzen 3900x 12-core CPU
    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 • 42

  • @RainyGames
    @RainyGames 3 роки тому +5

    OMG, YOU FIGURED OUT THE PILING THING!!! Gonna steal this as usual 👀👀👀

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Yeeeeeaaaaahhhhh BOI. Steal away my man ;)

  • @americanbigbig
    @americanbigbig 2 роки тому

    Super helpful video! I've been working on learning UE dev for a few months and your channel has been super valuable to learn from. Much appreciated!

  • @raulblazquez6004
    @raulblazquez6004 2 роки тому +1

    A very useful tutorial! Thank you again for your videos Charlie!

  • @nemesiser89
    @nemesiser89 2 місяці тому

    For anyone looking for the "mask (B)" it's a component mask and you set the b channel

  • @rotarydev3891
    @rotarydev3891 3 роки тому +2

    This is amazing content, really glad I found your channel!

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      Thanks a bunch :) Would mean a lot if you could share it around!

  • @Moussavy
    @Moussavy 3 роки тому +7

    ay love the work Charlie! will try to tune in to the streams when I got the time :D

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Cheers cheers cheers! Would be great to see you in the streams :)

  • @50shadesofskittles9
    @50shadesofskittles9 2 роки тому

    Thanks bud, Love all your tips!!!

  • @MichaelFlambe
    @MichaelFlambe 2 роки тому +3

    Watch a couple of your vids now, really well done tutorials!

    • @PrismaticaDev
      @PrismaticaDev  2 роки тому +1

      Cheers Michael Michael! :) Glad you're enjoying

  • @Fokkusu
    @Fokkusu 3 роки тому +1

    Very nice tutorial as always ^^, super useful and entertaining

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Thank you Alejandro :) hope it comes in handy!

  • @DanRickmanMedia
    @DanRickmanMedia 2 роки тому

    This is super helpful! Going to give this a spin on my next project!

  • @vincentdautremer3869
    @vincentdautremer3869 2 роки тому +1

    Really thanks for all your videos ! I have an artist formation and it's very handy for me because i have some trouble to do complexe shaders !

  • @Brightshadow686
    @Brightshadow686 Рік тому +1

    thank you so much. you were the only helpfull tutorial i could find. You helped me out so much. you saved me several hours of my lifetime!

  • @AvB.83
    @AvB.83 4 місяці тому

    Beautifuly simple to replicate and simply beautiful in the result... thanks once more, I'll see where I can go from here.
    The PixelNormalWS/VertexNormalWS nodes might be exactly what I was looking for, as the idea was roughly to have more snow on north-facing slopes or more sand on the wind-facing slope.

  • @deltaau8022
    @deltaau8022 3 роки тому +14

    The detachment could likely be caused by faces not being connected, using something like hardedges in blender will separate the mesh at those lines and is a common pitfall. If these are paid assets you might need to tweak them yourself.

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +5

      Yeah that’s what’s I figured - when I was working on some Explosions on stream tonight I accidentally set my base sphere to Hard instead of Smooth and when I deformed it it exploded into a grid haha. I’m happy to just disable the Vert displacement effect on meshes that don’t cooperate for now - I’m far too lazy to edit normals for 100+ assets ;)

    • @deltaau8022
      @deltaau8022 3 роки тому +4

      @@PrismaticaDev Fairo lol, hopefully for anyone else experiencing similar issues, they can see this and it can provide them with some help

    • @jeffsfolio
      @jeffsfolio 5 місяців тому

      Best to bevel edges to make hard surface changes with shade smooth and a weighted normal set to use faces. This will give you the look you are going for on your assets without breaking faces using hard edges, for only a cost of some polygons.

  • @0805slawek
    @0805slawek 3 роки тому +2

    dude you are genius

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому

      Cheers Miroslaw! I'm a jack of many trades but a master of absolutely none - regardless, I appreciate the kind words! Feel free to share this with anyone else that would find it handy :)

  • @DONGYOON_LEE
    @DONGYOON_LEE 3 роки тому +2

    amazing!

  • @GameDevAraz
    @GameDevAraz 8 місяців тому

    Very talented. 😅

  • @meekigames4246
    @meekigames4246 3 роки тому +1

    Love it - Great job! #SpreadTheKnowledge

    • @PrismaticaDev
      @PrismaticaDev  3 роки тому +1

      Cheers legend :) A rising tide lifts all ships or somethin’!

  • @Sae-ez3dx
    @Sae-ez3dx 2 роки тому

    if the game asset have a obvious UV seem, for instance, a stair asset have Z facing poly divided with X direction facing poly, the snow height will break both geometry with a visible gap.

  • @rahman530
    @rahman530 2 роки тому +2

    @PrismaticaDev 13:19 I think a possible workaround for this issue is to remodel that brick, and put a bevel around the edges of the model

    • @PrismaticaDev
      @PrismaticaDev  2 роки тому

      Yep indeed! The only downside is… I’d have to do that for 400+ assets :’) haha

  • @user-ii7ot7td7d
    @user-ii7ot7td7d 4 місяці тому +2

    Super nice tutorial! I am new to Unreal and your videos help a lot! Thank you!
    I run into an issue though. My snow height is not changing. I am using Unreal 5.3. Has something changed so this is not working anymore? Everything else works perfectly fine, only height is not changing.
    thank you!

  • @irissantos4795
    @irissantos4795 2 роки тому

    Hey Charlie! Just watched and followed this video but I think I might have missed something along the way 🤔 I cannot seem to be able to have the "Global Textures" inside my material instance, where I can add texture maps from rocks or trees to apply the snow to. Is this in another video perhaps? 😅

  • @devjitpaul1191
    @devjitpaul1191 Рік тому

    can't help myself but "that's what she said" hahahahahahahaha

  • @Rhemi.
    @Rhemi. Рік тому +1

    Love the tutorial! one question; If I'm trying to increase my normal tiling (tex coord * Scalar Param) which usually i plug into the UV Node, how should I go about combining that with the Absolute world position node > Mask RG > Divide(200)? Thanks!

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +1

      Hey hey! Absolutely right :) I have a video about World Position that covers this exact thing

    • @Rhemi.
      @Rhemi. Рік тому

      @@PrismaticaDev I’ll give it a watch, thanks a lot!

    • @Rhemi.
      @Rhemi. Рік тому

      @@PrismaticaDev im really sorry to bother, I figured it out (thank you!), but the normal for the "snow" is now stretching down the sides of the rock mesh, the snow diffuse is fine, but the normal is extending beyond where the diffuse is visible

  • @thenetimp
    @thenetimp 2 місяці тому +1

    Would be more helpful as a proper tutorial where you tell us how to add stuff, like as a beginner there are a lot of nodes I don't know what they are called, and all the ones I try are not them. Like the normal going into the text, in UE5 when I try to use a texture sample it won't let me, but I don't know what it is you are plugging into that.

    • @PrismaticaDev
      @PrismaticaDev  2 місяці тому

      If I did that in all of my videos, every video would be several hours long. I’d suggest watching the 5-minute materials series first :)

  • @jph-rb2wj
    @jph-rb2wj Рік тому

    很牛(๑•̀ㅂ•́)و✧