UE4 - Tutorial - Blackholes! (Request)

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hey guys welcome to a new tutorial this has been requested a few times by user crazy guy it was one of my first requests and I kept putting it off and putting it off not because I didn't want to do it but because I've had so much other work to do that it's quite a small thing that it just kind of got brushed under the carpet so I apologize to the crazy guy we are doing a black hole as a material and then I'm going to turn it into a particle as all the material was originally created by Jordan Bolton but I've broken it down and I'm going to explain it to you guys step-by-step so you can understand what's going on as I leave it just a link in the description to his video but he doesn't really explain anything he just tells you what he's doing whereas I'm going to try my best to explain things T so right-click new material black hole I'll just go ahead I'm going to open us up and now this first one is going to be based on a sphere so we're going to set this to be a translucent on the material so don't want this to be affected by light especially we're going to do is we're going to make it for now now what if Rennell does is it gives us this nice angular glow now you see on the cube it's much different to on a fit and the reason for this is because the the glow or the gradient is based on the angle that we can see the object or the surface of the object because it's fear is perfectly round no matter the angle or waist going to get exactly the same result or it's a cube you'll get one result when we're looking at this corner if we're looking at this corner at exactly the same angle will sit same if we look here we get a much different result to either corner and that's just because of the angles so you can see that the outsides of the cylinder are the same if we're looking here if we tilt up then we get a little bit more and if we're looking here we get something totally different with a sphere because it's exactly the same from every angle we're always going to get the exact same result so what we're going to do is hold s left click for a scalar and put this into the exponent in it's going to be our black hole size and we're going to set this to point five next we're going to get a power node plug the fernell into the power hold s for the scalar again put this into the exponent and now we're going to call this oh my we're going to call this black hole power exponent and now we are going to give this a value of 1.5 move that over just going to need some more space okay so from the power we are going to multiply this and we're going to multiply this by another scalar to hold SMS click or plug this in the parameter name is the sharpness so we can call the sharpness it's going to determine how sharp averages on I'm going to default this down to the four point five now if we preview this it's really nice below after we multiply so Wow for another is doing is giving us this nice light centered piece in the middle and then a whiter area around the edge the power is adding more darkness to the black area because we're is simply to increase the size then we're just going to get a larger area so if we go here it's still going to be very very pale so the power is making this darker so let's just quickly put that back where it was and then by multiplying or increasing the values of the white even further which gives a nice glow on the white so now we're going to do is we're going to hold o and left-click for a-1 minus X and we're actually going to use this to invert these values so we have white in the middle and black on the outside look oh my go away okay now because we don't want these to go beyond black or white we need them to be clamped within a zero and one value with zero being black and one being white well this is going to do is make sure that none of this ever goes beyond the size now we're going to hold em and let's get four multiply and we're going to multiply this by the sharpness again which is going to give us a bit of glow inside the white after we've clamped the black and now this is going to go into our opacity so now we get this really nice soft edged black sphere but around the outside here we do have more geometry which we can see on a cube it looks weird right at 6:00 to live for now heee so next we're just going to quickly plug in a Miss color and this is just actually going to be there we don't want any of this of color but we're just going to post that it so the next thing that we're going to do is we're going to create some refraction now refraction is going to bend the light where we tell it to which is going to give us this nice distortion at distortion effect here so we're going to need another for now and we're going to need to another scalar to hold s then left-click for this into exponent I'm just going to set this to 1 will give us a proprietary second now we're going to power this with power and we are going to set the power of this one-two-three 0.51 I need a scalar first juice silly 0.5 no see it's going to be our distortion size and this is going to be our distortion power exponent okay so now we're going to multiply this by another scalar and this one is going to be set to 21.5 and this is our distortion sharpness and then we are going to clamp this back down 0.1 to 0 and then to 1 and this is going to go into our refraction okay and now we're going to apply this and now if we were to go to a Content folder and grab a sphere I'm going to use a material sphere because these are quite high poly compared to the other spheres and now go back to our black hole material and put this in you know so we have this black hole and you can see that we're getting this nice distortion effect around it now this is quite a small amount of distortion so the area that we have here as you can see so what we're going to do is we're just going to create a material instance and we're going to put this onto our sphere instead and we're going to go back into here and make sure that we're giving the the right areas so we're going to stop reviewing this you see this is actually very very small area for for discussion after previewing this what's approving yeah so it's not just Russian size but we really want this to be bigger in fact this is supposed to be one by default I don't know where I typed in 0.5 and now when we come back in area these see this distortion is much much nicer I have my distortion set way too low you can see this is really distorting the light around it now which is really cool now we have this instance so we can open up this instant and we can turn on all the different settings and we can change things so we can change how big the actual black areas and then we can change you notice CV edges the smaller this is the softer the edges are the larger it is the harder the edges you can do the same with the distortion we can really distort this like really disturb but we don't really want to go too high because that will be searly you can change the sharpness of the distortions of the higher the number the less distortion we have and change how far this distortion is pushing with the dissolution size and in the sharpness allows us to pull down the size of the black it's kind of like an inverse or you can make it big so you want to play around with these settings to get them to to the way that you want them I'm going to just blow these out a little bit like so so you get this really nice distorted effect is really quite cool of course we can see this in a bigger area like so which is really really cool this down there we go so now let's make it so that we can use this in a particle system when you make a new material black hole to underscore em we're pretty much going to be doing the same thing we're going to be using some of the spirals from my spiral tutorial I know you guys love those so let's see we're going to grab a radial gradient exponential and then we're going to plug this into a power node and this power node is going to have a value of 15 so if we preview this now this can be our plane so we're going to preview on a plane you see that the radial gradient just gives us it's nice radial gradient and just need to change this to a translucent on limiter which allow us to see it nicer and both allows to have better usage and then if we were to preview the power node so this just making it a little bit smaller so I wonder if we were to just get rid of this really well actually we'll just make proud that put this in the radius I'm just going to scale the radius oh not that high so that loop will break this Rick Rick it's quite a soft edge radius still quite a soft edge so we probably don't need the power that was going to be quite a lot so we're just going to call this black hole radius and I'm going to maybe set this to be 0.23 by default and then we can change the density a little just soften the edge without using a power node which is a lot more map so we'll call this black hole softness 0.47 or default that it's quite nice stop proofing that real quick now what we're going to do is we're going to multiply these values by 50 so just preview this real quick and notice what goes it's really harsh glow in the middle which is fine what we're going to then do is we're going to clamp this back down so reviews this in fact all those doing is taking away our soft edge so do we even need them multiply so you would have them multiply all we need to do it radically is increase the softness now that's going to exactly the same as that multiply okay now again see this we are optimizing jordan's material as we go this is pretty much exactly the same result without a multiply and without a power okay so where's this going this is going into the opacity No so that's grana pasady I have this nice blob the next thing we're going to do is we're going to get another radial gradient exponential and what we're going to do is hold o and left-click for 8 or minus X and this is going to give us a reversed radiant a radial gradient excuse me okay so now we have that down we're going to absolute well now if we hold ctrl alt you can see what this absolute does so this is an absolute value so this is terms negatives into positives by dropping the - so I mean maybe I'm I see I'm not doing anything here so doing anything so I'm going to remove that and we'll see how this goes without them because I'm sure that the children's has been optimized what should all let's power this so we'll preview this now and we're actually going to set the confidence for no excuse us a darker ring in the middle softer gradient again this could probably just be achieved through the radial gradient but I'm going to go with this for now and we're going to multiply this by a value of one point two and if we were to preview this let's see what that's done let's made the edge a little bit softer because we've increased the values of white okay now we're going to clamp this down which gives us pretty much the same result because this is black and white anyway but we've multiplied depowered minus 1x I mean sweet would you just get them all to file as I can add a force because essentially we're multiplying what is zeros and ones by 1.2 but then we clamp and get back down to zero between zero and one so I don't need the multiply in fact okay or do I probably not I'm going to say probably not so from the clamp of the first radio we're going to actually hold oh and let's click can we get a 1 minus exes we and we'll plug this in and then we're going to multiply this and this is where we need to build some spirals okay so if you haven't seen my spirals video you can go check out the spirals which will explain the spirals in much greater detail and we'll have a link to another spiral video so let's see sector two radial we need a vector to radial value and we're going to do is take the radio coordinates and we're going to mask what we want is the G and we also want one for the our now from the G we're going to power this 2.5 and with the red are we going to multiply it by 0.4 then we're going to hold a and let's clip for an ad and we're going to add these two values together you can see now we're starting to get this nice cone with a much harsher step here like we did in my other video with spirals now we're going to stop proving that we're going to hold em and escalate from multiply and we're going to multiply this by f5 increases values much much much hello now I am left click to add let's Logan to need a time node we're going to multiply time by 0.2 to slow it down we're going to use a Frank node so lets yeah so it's going to take values and output the decimal part of those values so it's only going to take decimal points it's not going to take before the decimals now we're going to add that to our multiplied loveliness excuse me so if we preview this we just can't get this one because right now nothing is receiving any time so we're going to sign I'm going to set the period five so this occurs more often and now we get this spiraling as you can see here now we're going to hold a and left-click and we're going to add let make sure that's in the B and put one in the a value I get this really cool effect here area I'm going to put this into our multiply if we stop reviewing this have this here now this isn't looking quite right so what if I missed sign maybe it's not supposed to five minutes point five eight point five if I'm to stay at the point so zero point five in the sign not five I'm a dope and then we get this really nice spiraling effect that goes inwards towards a black hole so stop previewing out really quick this is now going to be added to the clamp from the radial gradient from the second clamp it should be said we'll preview this real quick and I have this is failing actual as the edges now what we're going to do is we're going to hold L and left click for a loop and we are going to take our clamp here and plug this into the a now add and put this into the B and we're going to set the Alpha to point one and now we're going to put this into reef fraction note we'll clamp it or clamp it and then plug it into a fraction okay now if we apply this probably going to go through this in second and we'll add some of these will add some interesting what's the word I'm looking for what is the word I'm looking for I don't know parameters we'll add some more parameters so it's time to clean real quick I've got a shape lean rotate this up to 90 and now we are going to go back to where this new instances and plug this in and I can see this is doing its thing with a lot more web leanness to it than the first one but you can see that these ones have some signed animation in them now if you decide that this is too many Wiggles we can change the amount of spirulina so the assign however we got the sign ok this sign is what determines how many Wiggles we have if you decide that's too many Wiggles we can turn this up to point seven other than we've got that line which isn't great can we get away with a different value does it have to be divisible by five it does so you go to one we can get to 1.5 1.5 doesn't work it's going to be powerless isn't it so we're going to to work yes so you're going to start at point five and then it's only going to work without the lines if we double the number involved he says as it goes wrong there but you're not going to want beyond two surely so we'll so we'll say one is a nice amount then we'll preview this here it's just going to take the colors and make them less harsh metric quickly apply this we can see a different result now should have much thicker rings that are distorted as you can see there and it does which is really really nice but you can see it doesn't move with us like this one does because this is a sphere that obviously is using a really really tasty for now so we're just going to quickly turn this into our particle black hole underscore pea I'll open this up we're going to go into the required and take our black hole material with the radial gradients which is number two places in I'm going to go into the spawn now we're not gonna be able to see anything here because these are all black what we're going to go into spawn and we're going to set these to zero we're going to go into a burst and give them oops at a verse list element we're just going to 1 we go ahead into required and we're going to set the emitter loops to be 1 when you on the step one once we'll use local space we're going to go into the lifetime and lifetime we are going to set this to zero zero velocity we're going to delete so you don't want that pull this into the level now see how this is looking just press G so we can see it and the refraction doesn't seem to want to work on a qualified well aren't you a cheeky sensor or is it because small I might be because it's really small so size to increase the size will make it four times as big we get any refraction now no but I assume because refraction represent some lights and this particle I suppose is not receiving any any light data literally no so we're not gonna be able to particle it so we are will ignore the particles because I learned something today I've never you tried to use refraction in a particle and apparently friction and particle doesn't work it must work because I've seen particles that use okay I'm going to change this we're going to say particle together put it to mesh I'm gonna change this to be a plane shape plane we will override the material can't see the thing there it is okay so there is a no this glory now we want his rotation initial mesh rotation to be where's he gone it should be here is the upside down Oh sort of oh yeah I said this took constant so now it should be there is resources looking up the right way and we're going to say 90 X naught Johnny X is not the right one nor is that oh come on Rach we'll just rotate the emitter so we'll go into the required now and we'll give this the little hello what are you changing you shouldn't be changing if you are ah we can see the refraction in here now to the refraction here it's working out really nicely so save that i'll grab our particle wall my he's a big beastie that's because his size is a week big now it's probably tiny and they set up a particle however for me okay there we go I can see the refractions working in there now so let's just rotate them up yeah so now we've got him working in a particle but we need to get him to always face the camera now it's curious as to why that wasn't working just just a particle on a mesh Oh what it wasn't just about let's see if we go into the face of camera it was spin I said we wondered nope my cheeky pfff same camera position will you face us now nope going to here oh you're playing hobble you know playing very very very helpful why'd you never take with me to UM derp so when you turn camera facing on are you facing the opposite way now it's cheeky thing where is a the don't agency this election right now so let's just right do you want to do nobody's back let's just try doing this again without it being a mesh data so we get rid of mesh data you disappeared we start on the sim in fact I'll do that real quick tokido we're just going to say - ok ok - eat up type data the GPU I've got about no it does now spawn we've got it set to spawn it's just not showing us one Oh lifetime no it's not why density small I can see the refraction in there this entire time like I just didn't have it big enough oh my god somebody shoot me okay there we go now he's facing us at all times and he has a refraction see all of that and I'm just an idiot and I just hadn't made it big enough to actually see the cupid refraction okay so there is or was it just because I changed it to a GPU let's test that real quickest delete the GPU section no it doesn't even need to be GPU it was just because I wasn't at the angle to see the refraction Oh see ladies and gentlemen this is why you test in and test and then you realize at the end of it that you missed the slightest little thing that makes you feel like an absolute donkey but there we go so there it is working as a particle instead of a mesh so some different black holes there I mean let's quickly test this out against this guy light shall we turn off that course everybody else position you get past but at night time grab us some meshes and I just stick them in the sky just make it big all that noise and then we'll put this one up there so I don't wipe that noise what is that what have I become no boost even up was it stick him up in the sky as well and we'll just him up a bit you know and play and then if we're underneath you can see the way the distorting the distorting the stars oh and that adorable that's all I'm the one that's spherical I think that my favorite is probably the particle because it's just the easiest one to to work with you know if you actually put the settings on correctly and aren't an idiot so now however we have some black holes hopefully that's helpful I'll leave a link to Jordan's work and in the description although I've cleaned it up quite a lot removed a lot of the maps because it was just doing stuff that didn't actually change anything so like some of the some of those notes were just a bit randomly placed I think to see what would happen and just forgot to remove them there we have it sorry that this damn particle thing confused me I haven't done any particles for a while and I'm just sleepy and there's going to be like Gusev being an absolute idiot and sleepy right so there you go I hope this has been useful for you guys too crazy guy that requested this again sorry that this has taken a while to get to you but here it is hope this is nice for you and I hope this is something that you are going to use and to everybody resolved hope so this is something that a lot of people are going to be able to to use so there we go I am now gonna head away grab myself a cup of tea because I'm episode British and you know maybe record something else who knows see you guys next time
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Channel: Dean Ashford
Views: 39,755
Rating: undefined out of 5
Keywords: UE4, Unreal, Engine, Unreal Engine, Blackhole, Tutorial, Student, Indie, Game, Dev
Id: iEyjmSxI2Vo
Channel Id: undefined
Length: 37min 53sec (2273 seconds)
Published: Sun Mar 12 2017
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