Direction Masks - Shader Graph Basics - Episode 27

preview_player
Показать описание
Direction Masks - Shader Graph Basics - Episode 27
In this shader tutorial, we create directional masks using world or object space normals. We then use the mask to hide areas of our texture projection that are stretched. Next week we'll expand on this technique to create triplanar projection.

Here's last week's video that covers uses for position data - including texture projection:

And here's the playlist for the whole series:

Shader Book Recommendations

------------------------------

Theme Music
Peace in the Circuitry - Glitch Hop

Background Music
Speo - The Little Things

#UnrealEngine #shadergraph #Unity
Рекомендации по теме
Комментарии
Автор

I wish I could thumbs up your videos infinitely. Please, please, please never stop doing what you are doing.

juancarloshorta
Автор

You saved my life. Thank you for those amazing tutorials!!!

jeongkelvin
Автор

Over the last month, I've watched and learned so much from your channel. Thank you.

jamesrascal
Автор

That's the easiest subscribe i've ever clicked.
Such high level concepts explained so simply in multiple system with base tools that most softwares have.
Underated an unbelivable understatement.

Thank you so much!!!

cyberfalcon
Автор

Thank you for making these amazing videos!

Devorkan
Автор

best shader graph tutorials on youtube. Very informative. There are tons of stuff for beginners but if you want to keep moving forward on this topic these videos are absolute gem. Great work.

altugozhan
Автор

It feels kinda wierd being thanked for doing something as trivial as watching a video when the information in that video is so valuable. Guess what I'm trying to say is thank you for the amazing series.

abcdc
Автор

amazing youran amazing tutor fren!!! These tutorials helped me alot

branfreeman
Автор

Brilliant video ! Looking forward to the Tri-planar projection.
Thank you for your work !

mlecz
Автор

great explanation, this will help in Unreal (and Unity)

AdamWestish
Автор

also, thank you, Ben! for creating these super useful videos. looking forward to see your tips and tricks on sampling textures 3 times/mirroring etc on triplanar maps:)

PrivacyEnt
Автор

I'm a big fan of your videos I hope you will go on to prepare them for us 🙂

ditagdesign
Автор

Yaaaas excellent direction to go in! I'm keen to gleam any gems you have on this topic as I've recently been playing with directional WPO masks for expanding and contracting objects in specific directions relating to player movement, one thing I encountered was at overlap points for multiple directions active which despite having a falloff it extruded a sphere into a rounded cube, I presume I should have used more than just the xyz axis and also added the inbetween 45* angles aswell.

jhebadiasprunklefunk
Автор

Thnku Ben, I have learned some new tricks from your vedio tutorial like I always do ... You are doing an amazing work.... But i have a request. Can you make a tutorial about making a skybox box shader in unreal engine... I am trying to make a stylized skybox but I am still noob in this type of work..

qudratkhan
Автор

Thank you for another great video! I am having a hard time understanding the math. In other words, how did you manage to remove the black space between masks by dividing the normals by its dot product with (1, 1, 1)? Is there a reading that you can point me to? Thank you again!

devmishra
Автор

Hello, great video as usual :) I have one question : when you do the division, especially when the mask is sharp you may end up with full black area, which means division by 0. Do we count on the fact that division by 0 is handle for us and the shader / graphics api will set the max value (supposedly 1) ?

emmanuelrenquin
Автор

Something that always confused me a bit is what happens if you divide by 0 in shaders?
I think it was on an OpenGL documentation that the result in undefined, so it can vary from device to device, but isn't that what we are doing when we divide this power node from the dot product node? We do have 0 values there, don't we? '-'

jonascarvalhodearaujo
Автор

Would it not have been much cheaper to use a Desaturate Node instead of Dot Product?

tylergorzney
Автор

Hey Ben, thanks for this vid, very thorough as always. I've been trying to create a custom triplanar projected material now for a while, but without much success. Since you'll be continuing on this subject next week, I thought maybe you could add the this?

Basically what I've been doing is to transform vertex normals and absolute world position to local space, so the textures even though are world projected, stay "fixed" to the objects. this works fine, except they will also scale with the objects, and I wanted to keep them at a constant size across all objects and scales. I tried dividing absolute world position transformed to local space by object local bounds, and even divide these further by object bounds, and it kinda worked, but the texture then moves a bit when I rotate the object. Could you give this a try for next week, or perhaps help a brother out? thank you

fael
Автор

You should fake everyone out and do biplanar mapping next instead of triplanar

ChristopherSprance