Water Foam - Advanced Materials - Episode 40

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In this shader tutorial for Unreal and Unity, I show how to add foam around the edges of our water shader where it intersects with other objects.

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Here's last week's tutorial on adding depth to our water:

Here's the playlist for all of the videos in the series:

Shader Book Recommendations

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Theme Music
Peace in the Circuitry - Glitch Hop

Background Music
Speo - The Little Things

#UnrealEngine #shadergraph #Unity
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Fantastic video as always, I already can't wait for what kind of shader sorcery you'll teach us next!

jihadrouani
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Thanks Ben, I appreciate your dedication to shader work.

crsbecausecrswastaken
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Hi, thank you for the tutorials! I didnt find the Ocean Foam and Ocean gradient Ramp textures.

andregomessoares
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Thankyou! Been looking for something like this. Perfect timing :D

galleyet
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How can I fix foam render on the water

I use depth test to to fix :) but still have some at edge

LostAngel
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Hello! Can I have the textures from the lesson please

ИльяПавлов-чм
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Thanks so much Ben! Just one thing: If I multiply the depth data to the foam channels, of the imported texture, the foam is only around the rocks, as It should, but asap I connect the blend ramp, the gradient (foam to black) is still around the rocks but now the foam apprears all over the water. Any idea why? Thanks so much!

esteban_ama
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Also, my swizzle node does not look like that. It just has a list of channels. What am I missing?

MarcoValeKaz
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Love the videos you are making for Unreal Engine and they are so helpful! Would you be able to make a video for how to make transition between beach water and deep sea water, where the beach water might have waves going in the derection of the ground and the deep see maybe bigger waves

DanielPeev
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Can I switch the gradient texture with a procedural one (UV)? Isn't it cheaper than to use a texture?

itay
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Ben thanks for create all this amazing content. I wondering if this new series will come with 'Water Interaction''? That's the Holy Grail in this topic.

carlossuarez
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Hello Ben,

Can you please make Cel Shading tutorials using UE's Substrate Shading system ?

OriginRow
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Where or how can I make/Get the Combined Foam texture?

BLIZZARD_D
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Great video as always! Is it possible to change this method to create foam on the wave peaks? Any tips about that would be appreciated.

Relonn_
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Thanks, Unreal Engine's default Ocean is very simple. Can something be done about the waves forming and hitting the shore? Do you have such an idea in your mind?

tlpsage
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I don't know why but it's don't work, the texture go everywhere in the water when I branch the foam in Base color

red_
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Very good video again Ben. 👍
Just one little request: Could you use a mousepointer highlight effect thingy for those moments when you say "i have this here" while pointing your mouse? Sometimes it's hard to find your mousepointer (depending on people's own screen-settings).

coreC..
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Another great tutorial♥ I'm working with Unity 2022.3.20f1, URP pipeline, and XR Meta Quest 3. Everything looks correct in the PC editor while playing in VR, but after building to Android for Quest 3, I see visual artefacts (foam) appearing on the whole plane. How can I fix this?

PRodi_
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Great series. Is there a repo available for it anywhere? At this point where its tightly packed it's a bit hard to read. This is not a design complaint it's only about the nature of a visual node graph. I'm thinking mostly of the unity 4 way chaos.

ScorpioPL
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Thanks Ben!
Now, this is kind of the "classic" method to detect the foam contours. Which works but it doesn't really wrap around the border of intersecting mesh, it's generally an "acceptable" compromise.
I wonder - are you going to extend this to use the distance fields available in Unreal 5? Would the performance cost be too high? I've been tinkering with mesh distance fields recently, and they're really versatile! (I get this would be an Unreal only feature)

NeatWolf