your first water shader
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- Опубліковано 14 тра 2024
- Download the bonus tutorial video, its already live: / stylizedstation
Learn how to make beautiful trees, fluffy grass, and sweeping landscapes with my brand new Unreal Engine for Beginners course: bit.ly/3k5xCNH
My other courses: courses.stylizedstation.com/
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🐣 What I'm working on : / stylizedstation
📸 What my community is creating : / stylizedstation
👑 Where you can support me: / stylizedstation
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🌎 What I'm selling: stylizedstation.com
I've revamped my Patreon so it doesn't suck now! Now the monthly bonus videos are all available for $5 instead of $25. I'm going to be doing at least one bonus video tutorial every month, so if you're more serious about game art or if you just want to support the channel, you can do that in one easy tier. patreon.com/stylizedstation
Lots more fun videos planned for the future. Keep creating!
Is the content different then 2 stylized station courses? Just bought the last one yesterday XD
@@abysmalodin yes there are different projects
How they create elements like artifact and there advantages for characters and how to do vaporize and electro+water some like that can you explain that to us by details
Lol
hey can you make sky shader heres a gdc for it :ua-cam.com/video/-JFyAdI_rO8/v-deo.html
making "still" water is maybe the easiest thing. but making a dynamic water with all those waves, buoyancy, foam, ripples and wave interaction is one of the most complicated things in game industry.
so making water and making water are the easiest and the hardest things at the same time.
Yeah, one's a simple mesh with a nice shader on it, the other is a simple mesh driven by compute shaders and enough math to make your eyes bleed. (I am of course referring to Jump Trajectory's FFT water simulation.)
@@Markyparky56 actually i tracked the actual shader down and its just a bunch of textures being feed into shader and sampling from them. If you pre compute and save them, you can have the same results. Just feed them into the shader. Which is going to be much more smoother than generating different textures every frame and then sending it. Maths bypassed. But yeah. Ill solve it one day. Im halfway there. Came a long way compared to like 6 months ago when i knew nothing about.
@@bdenix1997 aww you're no fun, with all your sense and optimisations! What if we want to spend 90% of the frame budget on the water!
I've spent 3 months watching all kinds of paid and free lessons and tutorials and exactly 11 sleepless nights adding my own spin to it and it still looks bad from the distance.
Saw your comment and instantly felt that.
There are couple of addons doing that already.
hey have you considered making a video about how they do caustics in stylized games like genshin? such a cool effect but i have no idea where to even begin with that
Probably a texture on the seabed/riverbed
I’ll tell you what I came up with, which might give you ideas. In blender, try plugging a noise texture into the vector (aka mapping logic) of a voronoi. From the voronoi, you only want to get the lines where the points meet. The noise makes these lines wabbly. It is best achieved if you mix the usual everyday coordinate mapping with that noise texture, so you still have a more “stable” mapping, but a bit distorted. That should get you started :)
i think its a texture scrolling across the floor
The answer is always textures hehe
i think its just a voronoid noise or a caustics texture scrolled up and projected if screen depth normal values are below a certain angle. genshin's caustics are not a big deal.
To make it more realistic consider adding a little bit of blue to the absorption color, or else none of the blue light gets absorbed at all. I think it’ll make it look less like flat color tinting and more like proper light absorption.
This was one of the best water shader videos I think I’ve seen. Just beautifully succinct
man i so much appreciate your work... and also your announcement at the end seems like you are really trying to enable future artists
thank you very much
I love this and one of the things that made me want to try Genshin Impact was purely just seeing all of the anime-esque scenery and how they might've done things in 3D for the stylized game! Thanks for the handy info!
I am new to Unreal and this was very helpful. I also added a tiny bit of scattering color and it gave a nice murky water effect.
Thank you! This will be perfect for my new project!
I'll be joining your patreon after work. I want the rest of this tutorial and love your videos.
Great tutorial! Can you make a follow up/"advanced" water tutorial with stuff like white foam edges around the edge of the water and objects in the water, and maybe a beach area where the waves roll onto the sand and back? :D
you should check out Prismatica tutorials on distance fields
there is also a pretty cool free asset pack on the epic marketplace with like 10 different water materials and waterfalls called "water materials"
hey stylized station, for the refraction you can change the refration mode from IoR to Pixel Normal offset, it fixes the line disontinuity, but works a bit different (and less intuitivly)
This was really helpful, thank you
I love the scene tbh, really well done. We want more videos like these xD
Stop watching UA-cam and go working on your portfolio. I have my eyes on you!
@@pandashimi 😭🐼
idk why, but I love water in video games. even when I was a kid water in games just blew me away lol
OMG! Thank you so much bro!
Nice guide thank you for this.
Please make a course on how to create that beautiful scene you have in this video!
Awesome! Could you maybe continue this tutorial and do interactive water? Keep up the great work though!
You can use render targets to do that
on the second thought. If you're making a game where your character is visible on screen, there's much more simple method, making use of refraction. Prismatica Dev has a tutorial on water shader where he explains his interactive waves setup based on just that.
This was amazing
for issues with black material set opacity to 0, for me it works
Thank you sooo much
I love so much your videos thanks man :)
Awesome content ! Will also consider joining the patreon soon, it's great man :)
Looks awesome
Could you make a video about underwater? So a character can dive
wow, i love water
Dude... u give hope
Really cool!
science and character very nice
Wow great video!
I'm already stuck at the beginning. Added the single layer water material node, set the blend mode to opaque and shading model to singlelayerwater, and copied the constants as seen on screen, but the material is just black. Can anyone please give a clue on what causes this? This seems to be the only tutorial that covers absorption.
Edit. Found the solution! The color of the absorption has to be 100% saturated. As little as 99% saturation will render the material pitch black.
I set the saturation to 100 but now the material is white, I'm not seeing any blue. Any idea why?
@@Creepiestofcryptids u found a solution?
@@Creepiestofcryptids i have the same problem, any idea how to solve it?
Instant subscribe to youtube and I'll be joining your patreon. Truly incredible
thanks bru
you have about the software. I personally enjoy learning so it was a little bit easier to do it over ti. But you’ll get there brother
Could you please make a tutorial where you cover how to create these stylized clouds that are also present in the example scene of the video
I’m sold.
Looks nice...
the youtube algorithm is a good excuse ;) thaanks for the great tips!
I Fcking love your channellll!!!!
Can you make a tutorial on how to make the tree seen in the water example? That’s would be awesome
This video made me mad because people actually took the time to DISLIKE IT. Who in their right minds doesn't like this video. Its INCREDIBLE
UA-cam doesn't show dislike count , Sus
@@rein556 I definetly dont have any extention that adds back the dislike count
My guess is because it's not beginner friendly for people who are new to materials in UE
You are a genious
How would you do ripples along the edge? thanks.
Is there gonna be an update to your teachable courses which include water?
there! Thanks a lot for the help, I'm going to subscribe to your channel and keep up with all the videos!
Awesome
Usually I skip through drawn out tutorials but I didn't for your video....I also knew these things but didn't understand why they did what they did. A lot of people would tell you what to do step by step but not explain why and what it does. So if I decide to do something a little differently I have to spend a lot of time experimenting. Thank you good sir....person 👍
Awesome! Can you do the same in Blender? 💜
What I want to know is how Portal 2 makes the fizzler and goo textures move, and how they make the fizzlers glow when cubes get close to them
What about the shoreline foam and planar reflections😭
would this be added to the survial kit
Nice, Thank you)
Can I create game similar to this without code knowledge?
Don't forget to set Refraction Mode on the material to "Pixel Normal Offset!"
Great work, very well presented!
Thank you! was so confused why my material looked different 😅
Thank you so much
Ugh, for some reason adding the orange color to the Absorption Coefficients node in Single Layer Water material does nothing for me....
Would this work with water made with a spline? WaterBodyRiver, to be exact.
every video of yours is sick
How did you add the color parameter?
I did everything as you said, but my water is not blue, please help.
Would be awesome if you made a unity version of this too. Would be awesome.
And then maybe with that I could figure out how to put it into Godot. Since, i don't think there's any 'absorption' parameters in godot shaders.
Wait, so does your patreon include your survival kit course?
The distortion effect offten catches items in the forground like your player character which can result in a really bad looking effect. Genshin Impact doesn't seem to suffer from this. Could you make a video showing how?
I am watching your vid cuz i am using that same wallpaper
Is there a unity alternative process?
You should check archeage's waters. For a non-anime mmorpg, the developers did a very good joob in creating it.
Can you make à part 2 tutorial for swimming in this water ? Thank very much , it was à help full tutorial . +1 Like from France 👌
I uh, tried following along, and right now it's just a black square that blocks out the skylight only. Objects and assets are just the same color from before
Edit: Dunno what I was doing wrong, but it all works now! I really appreciate the tutorial!
sold
What about importing midi files because most midis freezes my program. What can I do about it? I'm using soft soft Bundle Pack by
how can i put ripple effects on a water mesh material when a character walks or swims on?
I've always had a extreme interest in digital art and design and graphical design and a lot of things like this but unfortunately with money restrictions and priorities being more focused on what's needed instead of what's wanted I have not been able to have a proper PC to be able to experiment with these things or the money to afford the programs I've only been able to play around on model programming and animation while I was in school and that was a very small amount but I enjoyed every last bit of it I would like to say thank you for keeping the dream alive even though I don't know when I'm going to be able to act on it I appreciate videos like this that keep that fire burning until I am able to act on it
What about reflections?
is this possible in unity and godot? is it possible to export this from UE to other game engines?
What are the nodes put into Coordinate? You kind of skipped that part.
Can you make one for unity ?
short but powerfull
What about water wave?
3:00 BUT I DO LMAO
lol, it's what im currently doing!!!!
i did the water but when i put above something the color changes dependent on what 's under it, why is that
Can we get more genshin shader videos? They are so satisfying to watch
How about Unity tutorial? :3
Lmao the ADHD part is so true cause I got lol
At this rate you'll be creating your own Genshin Impact.
i need to try something like this in godot
Hey dude... I'm having an issue with Genshin Impact's water reflection.
When i approach rivers or sea borders and look towards the other side (specifically during morning or afternoon), i see a glitched "ghost" around the character or companion, reflecting on water, as it was the light reflection.
I really don't know what to do, as i can't find anyone reporting this issue D:
This is enviromment 3D artist or technical or vfx...?
You missed the blurring effect genshin does, they do some sort of soft blur for stuff under water
I cover that in the full patreon tutorial
my men studied physics
Make it on unity please 🥺🥺🥺🥺🥺🥺🥺
Can we make the same material in blender ?
this.. I would like to know if I can recreate this in Blender..
You can use a volume absorption shader set to some blue color (also the color’s brightness must be less than 1) for the volume input, and also something like a glass shader for the surface input. You can use a bump map to add the waves. Apply this material to a cube or whatever body of water you have.
Why is my material black? Literally plugged in 4 things and all ive got is a black material. pissing me the fuck off.
x2, help!!
why does it turn black when i plug (1,0,0) in to single layer water material, may someone tell me please : /
Seems works for mobile devices also
"youtube algorithm requires you to edit the videos like we all have ADHD" ... and here I am watching this at 2x speed because it's not fast enough for me...
quick question" can water be created as a placeable object for Arma 3 specifically?
am i the only one wondering how to create the thing of the absortion?
i don't know how to make it
agree
Nothing to do with water shader but in Genshin there is this interesting illusion at the Mondstadt bridge. When we lower the camera to the floor, it gives the illusion that the pavement on the bridge has actual geometry. And if we pay attention and look from above, it looks like the feet of our character go through the pavement. What is this technique called ?
There are many ways of doing this. Height maps in a tesselated mesh, reducing the tesselation amount accordingly with the distance to the camera and you can use several types of parallax to achieve a similar results.
what are the nodes that are 1,1,0
also the refraction is disabled and i don't know why
Why do you have a phisical sword on kazuha
review other games like tower of fantasy too pls
Can you make genshin impact shader postprocess