In Unreal Engine 5.2+ there's an additional step to enable refraction, you have to change the "Refraction Method" in the Details panel to something besides "None".
Fresnel is super clutch for unlit stuff too, darkening the edges of unlit style assets can give the impression of shadows, especially when combined with AO
Even tho i alr knew this long ago. Seeing another person’s pov and his practical usage is really knowledgeable. Hope u can share ur knowledge and how u use them with other nodes as well. Cheer.
I can't seem to get the refraction as seen at 3:20 working on UE 5.0.1. I have set up everything as seen on here, but it will not work, and my object is completely transparent with no fresnel. Everything works up to this point though.
1:25 I don't know what happens behind the scenes for the fresnel node. If it uses a saturated dot product, though, the point on the mesh directly opposite the camera should be 0. This is because a vector AB doted with a vector BA returns a negative value, and the saturation clamps to a min value of 0. 3:25 You can actually see this here. The refraction is the least on both the area of the mesh facing toward the camera and the area of the mesh facing away from the camera. Just in case anyone needed to know. However, it probably won't matter if your material isn't two-sided.
@@PrismaticaDev oh it does, for Djinniya's Lamp we have in the throne room the ceiling that is glass and we have a parallax texture with space and stuff on it, we didnt have a good glass solution for the ceiling and the Fresnel literally saves the day :D
i use the fresnel node on foliage - the further away something is, the darker they look. but thanks for the educational video :) got the idea from watching this video
Not sure what my issue was, but if someone else using UE5 can't get this working, try making a Material Instance and using that before you try and trouble shoot too much.
thanks for the tutorial. how to use Fresnel with alembic file import as a geometry cache? it seems to overlook the camera viewing angle. I've imported a rotating and deforming mesh as a geometry cache and when its rotate the Fresnel effect is rotating along with the mesh. I'm looking for a node that keeps the Fresnel at the viewing angle. any suggestion?
I have no idea how fresnel actually works in UE4, but my guess is that it simply calculates the inverted dot product of camera vector and surface normals (1 - dot(a,b)). Assuming Iʼm correct, what happens in the face of the object that you donʼt see would be exactly the same as what happens in the face you do see.
One of your videos kept popping up on my recommendations for more than a month and I was about to block this channel. I clicked it, and omg was I wrong? Finally youtube nail it, your videos are so perfect 100 out of 10! ❤❤❤❤
Very good point, although the trees are there to block the ugly black box since I use an Ultrawide 2K monitor which is TERRIBLE for video/streaming hahaha. I might stick to a 1080 crop in the future but then Ill always end up saying ‘you need to go to the dropdown menu on the left and click THIS’ without realising no one can see it
In Unreal Engine 5.2+ there's an additional step to enable refraction, you have to change the "Refraction Method" in the Details panel to something besides "None".
Fresnel is super clutch for unlit stuff too, darkening the edges of unlit style assets can give the impression of shadows, especially when combined with AO
Even tho i alr knew this long ago. Seeing another person’s pov and his practical usage is really knowledgeable. Hope u can share ur knowledge and how u use them with other nodes as well. Cheer.
Amazing video as always! Example use cases were extremely interesting.
Thank you very much :) I wish I had mode time to explain EVERY use case - maybe I'll have to save it for 5-Hour Materials instead ;)
This man has incredible straight line drawing skills. That right angle is *chef's kiss*
Crikey. These are awesome.
Obviously I find this after sweating blood with a home assignment regarding the exact same topic. Nice video ^^
Haha better late than never! :P
I can't seem to get the refraction as seen at 3:20 working on UE 5.0.1. I have set up everything as seen on here, but it will not work, and my object is completely transparent with no fresnel. Everything works up to this point though.
After trying everything, I realized my scalability was set to medium. Refractions only work on scalability of high and above.
@@stevenholden667 I spent about an hour trying to find the error
Love your videos, you’re easy to understand and the music in the background is so soothing
Maestro here. Another good tutorial as always
Glad you enjoy it my dude :) Loved your recent one about buoyancy!
Love this tutorial, made so much stuff clearer, thank you!
3:50 Also very good for shockwaves for VFX.
Love the “RuneScape” in the list of gear 😂. Very solid tutorials my dude
Wow.. that's an amazing node, I'm gonna play around with it as soon as my Trello allows me to 😆
Well done your super underrated
I appreciate that :) Don't forget to share with a friend!
I love your videos, thanks for your work.
No worries at all! Glad you're enjoying :)
Liked and subscribed with all notifications on the bell! Amazing content my friend.
1:25 I don't know what happens behind the scenes for the fresnel node. If it uses a saturated dot product, though, the point on the mesh directly opposite the camera should be 0. This is because a vector AB doted with a vector BA returns a negative value, and the saturation clamps to a min value of 0.
3:25 You can actually see this here. The refraction is the least on both the area of the mesh facing toward the camera and the area of the mesh facing away from the camera.
Just in case anyone needed to know. However, it probably won't matter if your material isn't two-sided.
Loved it! Just what I was looking for,. Liked and subscribed!
Fresnel is so cool, thanks you for explaining the node ^-^,
Hope it comes in handy m'dude :)
@@PrismaticaDev oh it does, for Djinniya's Lamp we have in the throne room the ceiling that is glass and we have a parallax texture with space and stuff on it, we didnt have a good glass solution for the ceiling and the Fresnel literally saves the day :D
thank you man you are very kind
No worries at all :) hope this helped!
i use the fresnel node on foliage - the further away something is, the darker they look. but thanks for the educational video :) got the idea from watching this video
dude I am your biggest fan.
Your support is always appreciated
"All the lost souls" lmao!
Not sure what my issue was, but if someone else using UE5 can't get this working, try making a Material Instance and using that before you try and trouble shoot too much.
Great presentation and BGM :)
That FREZNEL node seems pretty neat, eh.
Freeehhhznelll mate!
thank you
0:53
thanks for the tutorial. how to use Fresnel with alembic file import as a geometry cache? it seems to overlook the camera viewing angle. I've imported a rotating and deforming mesh as a geometry cache and when its rotate the Fresnel effect is rotating along with the mesh. I'm looking for a node that keeps the Fresnel at the viewing angle. any suggestion?
Have no money to give but fyi when I click the patreon link I get a 404. I can get to your page by fixing the url but the default link seems broken
Cheers for the heads up! I'll look in to it :)
fresnel actually controls subsurface scattering.
Physics - Critical angle and total internal reflection
Love your videos,love your cat 可爱猫咪
I have no idea how fresnel actually works in UE4, but my guess is that it simply calculates the inverted dot product of camera vector and surface normals (1 - dot(a,b)). Assuming Iʼm correct, what happens in the face of the object that you donʼt see would be exactly the same as what happens in the face you do see.
Haha I figured as much - but there's no way to REALLY know... right? ;)
@@PrismaticaDev Does a falling tree make a sound if nobody is there to hear it? 🤔
In the end, music from final fantasy 7. Square Enix, where are you?
The people remind me of Muse's Absolution album cover.
That's actually what the original texture is hahaha
One of your videos kept popping up on my recommendations for more than a month and I was about to block this channel. I clicked it, and omg was I wrong? Finally youtube nail it, your videos are so perfect 100 out of 10! ❤❤❤❤
BRUH! Hahaha UA-cam coming in clutch for once :) I'm glad my thumbnails are eye-catching enough to become annoying
how did you made this panning souls? Im struggling with this fake depth material, hope you know the solution.
Earned my sub! Keep moving!
Released a video a couple of days ago about BumpOffset that goes over exactly this - check it out! :)
@@PrismaticaDev thanks buddy! Waiting you to reach 100k next few months!!!
@@maximkostindev Hahaha maybe in a decade or two :P
Would be slightly better if you didn't block so much of the screen with foreground elements.
Very good point, although the trees are there to block the ugly black box since I use an Ultrawide 2K monitor which is TERRIBLE for video/streaming hahaha. I might stick to a 1080 crop in the future but then Ill always end up saying ‘you need to go to the dropdown menu on the left and click THIS’ without realising no one can see it
@@PrismaticaDev That's fair.
Good tutorials either way. Thanks.
Sub-100k subscriber gang
Reeeeeeee
freznel
f r e z n e l
Это. Просто. Охуенно. ( Thx a lot)
No worries at all :) Thank you!