WTF Is? Material - Vertex Normal WS in Unreal Engine 4 ( UE4 )

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What is the Material: Vertex Normal WS Node in Unreal Engine 4

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finally I understand vertex normal and pixel normal. thank you.

zdddddd
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Holy F.... Such a great explanation!
I am getting on the SUBway train!

AniketRajAniketkno
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your channel is a bible to me, man! thanks a lot for everything!

PabloSanchez-them
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Good Job Man! No Time Wasters, new sub

elimenendez
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Just found you, extremely good videos, subbed and liked immediately !
I've started watching all your videos, they are extremely well detailled but I would have liked if you could provide advices on how to begin learning the engine.

What do you think is the best way to learn the engine ? What in your opinion, are some good starting projects ?

I've started cramming through all your videos but so much knowledged at once is quite hard to remember haha !

Keep going, your videos rock and you seem really invested, thanks again !

By the way how many time have you been using the engine for ?

steunwell
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hi, many years later... i have a "normal" problem about how to mix head body without neck seam, i found in maya can fake it to soft edge if edit vertex normals to make head and body edges share same normal direction instead of being splat in 2 doing the hard edge problem, unreal also have vertex normal manipulation, could do the same in unreal? edge loop head body neck connection and make it soft mixing the normals into 1?

marc
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Really awesome your videos Mathew, thank you! One question, I'm playing with Non photo rendering, trying to simplify received shadows on a cel shaded material that uses vertex normal, as with most cel, toon shaded issues when trying to reproduce it in CG is that CG, doesn't simplify information as an artist would, Example, game Guilty Gear XRD artists manipulated by hand all the normals of the characters to obtain good results on how they receive shadows and controlling the shadow casting/terminator, moving a directional light with a forward vector connected to the material allows for an ok, cel shaded look but it would be even better if the received shadows were simplified, specially for environments, example, i have a wall with lots of extruded indents, if i move a directional light 45 degrees the mesh would receive a similar shadow on all of the indents, making for a repetitive received broken shadow CG look, where an artist would avoid this result by simplifying the shadow received if painting it. So as CG automation always provides all details could i create something with vertex normals that would just read the big shapes? Like detecting the overall primitive shape of that wall as one cube and omitting the extruded divets? Detecting angles doesn't solve it as this divets are 90 degrees... I was wondering if there is something like if distance between 2 or more vert points that don't orient away from its normal if a continuous pattern of dots is detected, by certain degrees are of lenght above X, than treat that as one single continuous face, else, count as its vertex normal information. Or something better that doesn't have to raycast, cheaper that didn't cross my mind or I don't know of. Thanks!

mrkjeld
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Mathew is almost the same result that the pixel normal node ws material if I watch the result at the end your video.. or no?. What is the main diference?

roadtoenviromentartist
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Hello, great tutorial ! But how can i obtain the vertex facing -x using VertexNormalWS? If we use 1-x it doesn't work.

angrybonobro
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How can I blend the normals? To make something with sharp edges appear rounded

cosmotect
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Whats the diffrence betwen this and the Pixel Normal WS?

Palmando
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how to make smooth transition between texture A & B ????

dimasvian
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I'd have to check with my wife first, but would you marry me Mathew? Cause I love you!

FluteboxFan