Iridescent Bubble Shader - Advanced Materials - Episode 19

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  • Опубліковано 15 вер 2024
  • In this tutorial video for Unreal and Unity, we learn about iridescence and what causes it. Then we use those principles to create a realistic soap bubble shader that use Fresnel for opacity and animated membrane thickness to control how the iridescence is applied.
    Here are some additional resources for learning about iridescence and bubbles:
    www.itp.uni-ha...
    en.wikipedia.o...
    soapbubble.fan...
    • UE5: Making Pretty Sha...
    • Thin film interference...
    Here's last week's video on creating sharp text:
    • Sharp Text Shader - Ad...
    Here's the playlist for all of the videos in the series:
    • Advanced Materials
    Shader Book Recommendations
    www.bencloward...
    ------------------------------
    Theme Music
    Peace in the Circuitry - Glitch Hop
    teknoaxe.com/Li...
    Background Music
    Speo - The Little Things
    • The Little Things
    #UnrealEngine #shadergraph #Unity

КОМЕНТАРІ • 66

  • @jemmy327
    @jemmy327 Рік тому +6

    I will never skip the ads when watching your instructional videos, no matter how long the ads are

  • @AdelaideBen1
    @AdelaideBen1 Рік тому +15

    Ben… not only was that a totally unexpected material shader to do, but it just works so well. Always a pleasure to watch your vids… always learn so much. Totally deserve a whole heap more praise for all you do.

  • @seewenhan
    @seewenhan Рік тому +4

    Was not expecting a deep dive into bubble physics. Wonderfully explained!

  • @willmoref9279
    @willmoref9279 Рік тому +2

    Holy~! I'm going to build a Jupiter out of this~! Thanks you, Ben, great content as always~!👍👍👍

  • @elpainto1
    @elpainto1 Рік тому +1

    I've really liked all the exercises that involve UV's and how they can be used creatively. This one is a lot of fun!

  • @trimthefat6354
    @trimthefat6354 Рік тому +1

    exactly what I’ve been after for a long time! Genuinely. Thank you so much!

  • @markf6639
    @markf6639 Рік тому +2

    Finally got around to doing this one and it was a lot of fun. I also added a refraction value of 1.33 (Research said soap bubble are usually between a value of 1.2 and 1.4 depending on composition). Thanks for another great tutorial.

  • @NopeSecret
    @NopeSecret Рік тому +3

    Thank you Ben.
    Never stop making these videos. I told you before and I will say it again. Your videos are THE BEST tutorial videos for shaders on the internet.
    The only thing I would say is.. can you do a video where you talk about your career and such? I am just super interested in how you got started in making shaders as well as show off some of your early work.
    Keep the videos coming. Love you Ben ♥

  • @adamwisz
    @adamwisz Рік тому +1

    Sweet tutorial! I think I'd add a bit of gravity to the thickness weight and try to get the animation flowing top to bottom.
    Thanks a million for posting these, I've learned basically everything I know about shaders from your videos!

  • @hearthunter8029
    @hearthunter8029 Рік тому +1

    Thank you, Ben. Nice material for aura.

  • @Jukerlaw
    @Jukerlaw Рік тому +1

    Thank you Ben. You're the greatest teach.

  • @DavidWKimber
    @DavidWKimber Рік тому +1

    Fantastic! Thanks for everything you do Ben!

  • @avrahamrosenberg2905
    @avrahamrosenberg2905 Рік тому +2

    somtimes i say to myself evan if i spent
    years on learning somthing il not get to this leval ,this is one of those times!

  • @williamlacrosse9389
    @williamlacrosse9389 Рік тому +1

    This is fantastic! Well explained as always! Thx for sharing.

  • @666nevermore
    @666nevermore Рік тому +1

    The outputs of that UE material node seems to give you float1/2/3 output, so I think you would expect it to have a vector 3 if you take the XYZ output. The data types are implicit on the output names Z, XY and XYZ, which match with float, vrcotr2 and vecorr3(?).
    For this reason I’m almost sure if you use Z output you have the same result of component mask any of the channels.
    Anyway this material breakdown is a banger, loved your research behind, you are such an inspiration for me

    • @BenCloward
      @BenCloward  Рік тому +1

      In this case, the XYZ output port label doesn't mean float3 though. It means front, side, and top projection. So the World Aligned Texture node has the option to project from all three axes (XYZ), or just from the front and side (XY), or just from the top (Z). All three of them are outputting a float3.

    • @666nevermore
      @666nevermore Рік тому

      @@BenCloward oh wow so the output is the projection side . So what the vector 3 actually outputs? All 3 channels of the XYZ are the same? Sorry it was very unusual and I never tested that specific triplanar projection node

    • @BenCloward
      @BenCloward  Рік тому

      @@666nevermore Each of the three outputs is a Vector3 that contains the color data from the projection. The difference between the three is the type of projection you get.

  • @christopherhodge
    @christopherhodge Рік тому +1

    Great video and explanation, thank you :)

  • @SR_Unbox_Vlogs_N_reviews
    @SR_Unbox_Vlogs_N_reviews Рік тому

    Lord Ben is incredible. thank u for this

  • @tbunreall
    @tbunreall Рік тому +2

    This video was mentioned by Unreal engine when showing off substrate at gdc 2023!

    • @BenCloward
      @BenCloward  Рік тому +1

      Yes, the presenter, Matt Oztalay, is a friend of mine.

    • @tbunreall
      @tbunreall Рік тому

      @@BenCloward Nice! We are really lucky to have someone like you making these videos. My environments and materials have really come to life since watching your channel. To the point where I think some of my stuff looks better than what I'm trying to emulate from my favourite games!

  • @GangOfCritters
    @GangOfCritters Рік тому

    Thank you Ben. Amazing content!

  • @RwanLink
    @RwanLink Рік тому

    I wonder if it's posible to create procedural paint strock effect using the world align method you have shown here.

  • @boxtodragon
    @boxtodragon Рік тому +2

    Yo, dude, i was literally scratching my head two hours ago on how i should do this to soapy bubbly water surface.

  • @threedking
    @threedking 4 місяці тому +1

    This is awesome!

  • @XsK5
    @XsK5 7 місяців тому

    Hey there, thank you so much for this. I know this is old but I have a question: I was trying to replicate a realistic feather in Unreal, and I noticed that they have this kind of iridescence to them. I tried applying this somehow to it, but my knowledge is a bit limited (to say the least). Do you have any tips? Basically the feather has the color layer and on top this iridescence. It's like 2 different materials. Nevertheless, thank you so much for this :)

  • @pygmalion8952
    @pygmalion8952 5 місяців тому +1

    it is beatiful

  • @corgilife241
    @corgilife241 Рік тому +1

    I love it!! Thanks!

  • @LootMonger
    @LootMonger 4 місяці тому

    I was able to recreate the gradient texture pretty easily but how did you make the bubble surface texture tileable? Is there any way I could get that texture from you?

    • @BenCloward
      @BenCloward  4 місяці тому

      To make a texture tile, open it in Photoshop, use the offset tool to offset it horizontally and vertically so that the corners are in the center. Then use the clone stamp tool to paint out the seams. Or you could use the Make It Tile node in Substance Designer.

  • @DemeterZephyr
    @DemeterZephyr Рік тому +1

    Out of curiosity will you be making videos on substrate / strata, I assume you could already be playing around with them but it'd be interesting to see your knowledge applied to the new workflows

    • @BenCloward
      @BenCloward  Рік тому +1

      That's a good question. One of the main ideas I try to follow is to teach principles that are applicable to any engine. That's why I always show examples in both Unreal and Unity - so people understand that what I'm showing is not a unique engine feature, but a principle that can be applied anywhere. I'm trying to teach graphics in general, not specific engine features. Substrate is very specific to Unreal, and it's also in very early development. IMO, it's not ready to be used just yet and I have indications that it may change a lot in the next few months. If I were a "professional UA-camr" and "in it for the clicks" I might go chasing after the new and shiny stuff, but that's not really my style. I'll be watching the development of Substrate very carefully and may even mention it in a video or two, but I'm planning to wait a bit until the dust settles before making videos about it. If you're interested in my opinion on it, I think it's a very powerful improvement that enables some pretty cool looking materials. But existing workflows already allow users to create 95% of required materials. It appears that Epic is trying to now make it possible to create the final 5% of edge cases, but in doing so, they're also making it harder and more complicated to create the other 95%. So this is good for more advanced users, but not so good for artists and beginners who have learned the BaseColor, Metallic, Roughness inputs and will now need to unlearn that and use Diffuse, F0, F90, SSSDepth, etc, instead. I'm hoping that they find a way to keep the existing paradigm in place (because it has become an accepted and well understood industry standard) and expose the advanced stuff when advanced users specifically ask for it.

    • @DemeterZephyr
      @DemeterZephyr Рік тому

      @@BenCloward Wow, I can tell you've been thinking on this for at least some time and given it some serious thought. I fully appreciate your emphasis on teaching and learning over any career goals on the platform, frankly it's what's drawn me to your channel. I was curious to get your opinions in general on Substrate, of which I think you've fully expressed in your response, leaving no need for a video. Greatly appreciate you as always and again, I wish there were more attention placed on your channel simply for your honesty and professionalism!

  • @GonziHere
    @GonziHere Рік тому +2

    Content as good as always, but could you please start using timestamps? It's hard to scrub them when I return later on, when I'll just want to revisit UE block, for example.

    • @BenCloward
      @BenCloward  Рік тому +2

      That's a good suggestion. Thank you!

  • @Bite_Pixel
    @Bite_Pixel Рік тому

    thank you ben, sadly i can't find atmosphere sun light vector 8:52 . how can i figure out in ue5.11. thx a lot

  • @javenu
    @javenu 6 місяців тому

    Great tutorial. However, the Unity version of the Shader only colors the top half of the bubble, the bottom is half is black.. :(

    • @InaCentaur
      @InaCentaur 19 днів тому

      did u get to fix this @bencloward can you help

  • @strachanmedia5154
    @strachanmedia5154 Рік тому +2

    Came here wanting to make an abalone shell, left with the profound realization that bubbles are metal.

  • @meiji2675
    @meiji2675 Рік тому +1

    GOOD JOB

  • @spencerkohrt6537
    @spencerkohrt6537 Рік тому

    Hey! Super good tutorial How would I go about making this more stylized/more cartoon like? Would I only be adjusting the Fresnel/ opacity? thanks for any responses

    • @BenCloward
      @BenCloward  Рік тому +2

      Hmm, good question. I guess it kinda depends on what type of stylization you want. Most cartoon looks don't really have transparency, so you could get rid of that. Second, you'd probably want to simplify the surface swirl texture and give it a pattern that's a bit more hand-painted looking. That could get you going in the right direction.

  • @tranceemerson8325
    @tranceemerson8325 Рік тому

    another interesting thing to note, is that because of gravity, the bottom of the bubble will be thicker on average than the top. this means that you could use gravity to influence the color of the bottom.

    • @BenCloward
      @BenCloward  Рік тому

      Yep - and that's what causes a bubble to pop - because the longer the bubble lasts, the more of the soap moves from the top to the bottom until finally the top is too thin to stay connected to itself. So yes, it would be more realistic to add a top-to-bottom mask that also influenced the color. Good call!

  • @antoniojunior9539
    @antoniojunior9539 Рік тому

    Parabens pelo conteudo muito bom 😀😀😀😁

  • @alexanderalikin1210
    @alexanderalikin1210 Рік тому +1

    I always make my window glasses 'metallic', so there's nothing wrong with that :)

  • @Lesli33333
    @Lesli33333 Рік тому

    SIr how to get the Texture ~

  • @adiazpolo
    @adiazpolo 10 місяців тому

    How can I get the thin_film_gradient texture?

    • @BenCloward
      @BenCloward  10 місяців тому

      You can make one. The first link I posted in the description has a beautiful picture of the gradient that you can grab and turn into a texture.

  • @InaCentaur
    @InaCentaur 19 днів тому

    does anyone have the link to reference images handy?

    • @InaCentaur
      @InaCentaur 19 днів тому

      ua-cam.com/video/bN84YxaBEGw/v-deo.html

  • @BCABPP
    @BCABPP 11 місяців тому

    I like the videos you do that split Unity and Unreal.... any chance you'll do the Unity Shader Graph version for this too?

    • @BenCloward
      @BenCloward  11 місяців тому +1

      The Shader Graph portion starts just before minute 24.

    • @BCABPP
      @BCABPP 11 місяців тому

      @@BenCloward Wow not sure how I missed that. Guess that's what happens when watching so many videos in the middle of the night LOL. OK I still have questions though...
      ua-cam.com/video/bN84YxaBEGw/v-deo.htmlsi=IvI6VkYbemrw44CT&t=1479
      here you mention adding a OneMinus but then never added it. Did you forget and where does it go?
      Also, I can’t find how where to add the Main Light Direction node you have at the start - i searched both direction and light and it doesn't come up, and my Triplainer Normal(3) is set to Wold Space not AbsoluteWorld Space and I don’t know how to change that? I’m guessing this triplainer fixes the pinching issues from Unreal? Also, is the Triplainer Position(3) where I plug in a time node to animate it like in the unreal version too?
      Lastly, my Graph Settings is different as a Lit material and I think it may be because I’m using URP not HDRP - am I missing things that wont work in URP? :-(
      I dont have a Bent Normal(3) - it this also why I can’t find the Light Direction? Is there a workaround? Thanks so much….

  • @n1lknarf
    @n1lknarf Рік тому

    Can you please make a tutorial on weapon trails using niagara? The ones I've found are very basic and the results are ok, but not dazzling :(

    • @BenCloward
      @BenCloward  Рік тому

      I've been asked a few times to do niagara tutorials, but unfortunately, I've never actually used it - so I'm probably not the best person to ask. I'm not really a particle effects guy.

  • @afrikaansedude2525
    @afrikaansedude2525 Рік тому

    Please do a grass shader 🥺🔥

  • @proclaimedgamers5708
    @proclaimedgamers5708 Рік тому

    Please do a Auto terrain paint shader graph tutorial,

    • @BenCloward
      @BenCloward  Рік тому

      I already did that for Unreal here: ua-cam.com/video/scjxKW_imEo/v-deo.html and here: ua-cam.com/video/TJa-v5yDybI/v-deo.html. Although maybe you're asking for a Unity one?

    • @proclaimedgamers5708
      @proclaimedgamers5708 Рік тому

      @@BenCloward I am iv'e been trying to for a couple weeks now and just can't seem to get it

  • @InaCentaur
    @InaCentaur 19 днів тому

    does anyone have a the unity shader graph built for ua-cam.com/video/bN84YxaBEGw/v-deo.html