Water Waves Material in UE5 Tutorial | Download Files

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hey guys i'm asif ali and you're watching cg of video today i created this material effect this water waves effect in just materials i didn't use niagara's this is material tutorial and i'll create it from scratch so you can learn it better and if you haven't subscribed my youtube channel yet please subscribe it if you like this video like share and comment and don't forget to follow me on twitter my handle listed on this underscore and let's start this tutorial [Music] first of all subscribe my youtube channel and also click on bell icon so you will receive all new video notifications i found this reference on siege.com says joy.com this effect i will not create this whole effect just this upper layer of this wave in material so this will be a material twitter i will not use niagara so let's start this so first we need a planar uh a little high poly because i need uh lots of vortex to distort and because the tessellation is removed from the ue5 they because of the knight so i'll have to use a little high poly mesh from maya so let me open the maya in my i'll just take a planar and just increase the size of it 24 and i may be 32 or maybe 38 double okay and then the segments 50 and this will be of course double to make it square and this much is enough but you can double these if you want so i'll just use this much export desktop planner iris and in my unreal i will create a folder inside my cd how vfx folder so water base material effects and just import that okay so it comes with this material so i'll just make it m waves open this and preview this here so we have planar and to make waves like this first we need something that goes like this white waves and these are little curvy not straight so to do that you can use sphere mask and then you need world position and then offset of the center so i'll make a vector3 and then it has radius like 256 let's make it 500 and hardness make with zero so if i preview this it is completely wide because the radius is too much if i make it like 50 maybe you can see that 20. now you can see that so if you add a time on it and then if you add a sign this is how you will have waves and then you can offset it on the y-axis here so if i make it like 250 it is almost there no it is too much there and let me increase the the radius also maybe 1000 let's make it zero first let's make it 500 here we have this and actually this is just one so i want multiple so first what i'll do i'll multiply this with a higher number like 10 so we will have multiples and then we can offset now this to maybe 100 see we have now this little curved but we have a issue here and that is these waves are sharp from here and then they should be faded from here but my waves white waves are faded from both side so to do that you can do something with sphere mask but i have one more trick to do that you need to take the texture coordinate preview it and then if you take the mask safety red channel so you have a gradient that is not green one so this gradient is fading from one side and this is sharper from other side from here but i want to repeat it so if you increase the tiling here that doesn't work so what you'll do you can multiply it with a higher value then take a frac so it will give you fraction of that and that's how you can repeat it like 10. so all the 10 will be faded from one side and sharper from one side and then you can use the power node okay so we have this but these are not curved these are straight so what you can do you can use your sphere mask to make them curved so what you can do you can add this sphere mask to the uvs of my texture coordinate but before that i will use a multiplier to control the sphere mask still didn't have any impact so what i'll do let's make it actually yeah let's connect it here and you need to make some parameters like first let's make it the convert to parameter this is sphere mask location and then i'll make one for radius that will be you know helpful to work in instancer and then this is distort value and just save this now in here i will right click and make an instance of this it is now carved you can see and this is the sphere mark radius yeah it is now covered actually yeah you can see these are now cut so i will use the distort value maybe 9 or 8 and the radius 1 150 okay so radius i'll use 150 and this and one more thing we have this offset so we have now more curved thing so offset i will use 35 maybe 40 and then radius is 150 and distort is 8. so 150 and the start is 8. oh location is 40 so we have the same output that we have for instance okay so this distort is actually banned how much i want to ban them so we have now this but these are repeating too much because of same as so we can decrease that from here now so i'll just use two so we have all this thing okay but these are distorting on the wrong direction okay so i will make that band minus eight and the location may be minus 40 yeah so this is now correct okay like this and now we want something a noise texture to make these trails so let's you know so for that i'll take a texture that will be my aura texture like this and let's let's add this auto texture on this wave and then preview this is how it looks so what i'll do i'll multiply this with a higher value maybe maybe 5 and then use flow and see how it will look it is cutting that but we need to adjust the tiling of this so let's say it is point eight three let me preview this first 3.8 yeah that's fine yeah that's fine so we have this thing till now and we will make some parameters like here this is power default value i'll set to then after this i'll use the saturate and here we have this single texture so to make it more variant we can duplicate this texture control c and v and then add these together so first i'll connect this here then add these together and i'll make some differences like this is three and point eight so i'll make it one and four and then we will use a panel for both let me check the directions minus point three actually point three and yeah and this one let's make it that is lower minus point one or point one actually so both have different speed and different tiling okay so now and we have this multiply here so i'll make this multiparameter let's make it five and let's just save this now here we have this power and then this multiplier nothing is okay actually uh our waves is no are not moving so here we have these waves but these are not moving so in the texture coordinate i will add a panel here point two maybe minus point three minus point five actually little too fast okay so now so i have saved it and let me check it once more time so these are moving on y and then adding yeah so save it and it is kind of working but why these waves are have wrong direction oh because i have to make it minus 40 and this band minus 8 okay so now with these parameters like this band and this power we can control this thing and i think the this noise has too too much speed so i'll make it 0.1 and 0.05 and then you can do one thing you can do actually here we have these waves and then okay so after this value this this thing we can again multiply this with this gradient so that will look cool it is fading like this so now it has it looks good okay so and one more thing these waves are very straight from here and not said these are bending but very sharp this should be distorted little bit so for that you can do one thing we have these uvs that we are bending through this uh sphere mask so after bending these we can again add a noise on it so if i take a texture coordinate and take the blur noise and then multiply and this will be our distort and then add this here and of course we need a panel point two then texture coordinate and multiply for tiling tile let's make it one by default save this and now here in the start if i increase this you can see the edge is distorting and we have the style so we can choose how much we want distortion and this this this one is enough okay looks cool so then what i'll do next i want uh uh actually we have this thing okay we have this is fair mask and if i add time and sign this is actually right here wrong direction so i'll i'll invert the time so this is going out this direction so now i can multiply it with vertex normal or you can multiply with 3 and take the z direction then again multiply it to boost things and i'll call it wpo and then connect this thing to partition offset save this and now here in this node have this and this these days are very slow so let me increase this panel let me make a parameter for this panel so we have time so i will just multiply this time here and make a parameter wave speed and connect it here and make it default one and save it so now with this wave speed you can increase this okay and now we want some watercolor and those things so i'll just take this noise copy and paste it here and then block connecting the base and then i'll take two colors blue maybe green finish connect this here and i'll make this parameter convert to parameter this is base color 1 and this will be base 12. and then here multiply and then append to dial it on different axis differently so base style x copy the name connect here paste and bail type base style y default value i'll set the one for both and just stop this node to preview and this whole thing is connecting to the emissive and this is connecting here let's save this so now here we have that base colors and then base color styling so we can use this like five five if we want or maybe two colors looks cool and then we have this power node so we can just make this waves smaller and yeah it already looks cool like so these this wave this wave is very you know very same thing so we can do something different here so this is the thing we were using in our one portion offset actually this should be one okay so what i'll do i have this noise texture i'll just copy this copy and paste it here okay so i will actually and the direction should be minus 0.2 this direction because this is also going this direction then i can multiply this and then add it here on this wave so now you will see these are little distorted and this multiplier will increase that thing even more so this will be like a wpo wave to start and i'll just connect it here and just save it so now if i increase this value see we have now a lot of variation and this wpo i will decrease a little bit but now we have lots of valuation and this look cool so what we can do now we can create a map label save all open this label then i'll take the exponent height for little gray and then i'll take the post process and turn on the infinity and then i will drag this planer and apply this instance material on it and this make it on zero f it looks black because of the lighting so i will just create directional light and i'll just scale this actually maybe two by two no we will have to change the settings although we can do so we have this and one more thing we can do actually we can we can actually duplicate uh let me just first make the default settings so for here wpo is one point something let's copy this and paste it here and let it be actually so what i'll do i'll duplicate this wave material ctrl d and call it m sticks and in this one i'll just use the world portion offset here and nothing else i'll delete these things and i just need this texture actually i'll delete these things actually we don't need one position offset also i just delete these all thing and on the planer if i connect into emissive and make it additive unlit we have this thing and we can make a parameter call it power and now i will make a instance of this and then here in this planer i'll duplicate it ctrl d move it little down and apply the caustics material and you see this power is zero that's why it's completely flat so we can now move it little this side and actually this should be a faded from the edge so you can just you can just take a texture coordinate and then sign make it 2 mask r and g so this r will be a sorry this r will be a gradient from both sides and then this will be and then you can multiply these together and just connect it to it multiply it here so this will be like this and power value let's make it true and the tiling maybe one and two and two and uh with banner i we can also use the rotator little bit maybe 0.01 i'm saying copy and paste here and make it negative save it panning speed actually slow so i'll make it point three point five this should not why is cutting from there oh because no we have this thing here it should not cut i think this idea is not cool that's why see because i didn't change the uv that's a big mistake i made so in the uvs that's what i have done before but doesn't matter you cannot do it and export it again and then import it and these are not too fast and too bright so 0.1.1 0.05 that's like and this whole thing is not transparent so you can go to main material and this is pop pack let's make it translate and [Music] i just want to make the overall transparency so i'll just make a opacity parameter just connect it here and in the instance this is one point eight point five point seven isn't a point six is enough and yeah i will make actually this a little brighter these two colors base color two and one so let's make it one and this one also and then the tiling is different so the base styling x and y so one and two yeah now this is fine i don't like this caustics much so let's just make a caustics little dim so i'll just multiply it and 0.2 by default so now these are not visible much so let it be and in this instance actually now it's fine okay and one more thing i would like to do is let's try so i'll actually copy these things this is spare mask and please whole thing and this whole thing copy this and in the caustics material i'll just paste it what left okay so this left and this left copy now it's better okay so you can edit your and also you can do color direction if you want so like where this highlights like this we have it has some glow somewhere so what we can do in the waves uh the thing that going to emissive overall this wave so i can use a noise like this or like this thing this thing let's copy this copy and paste and then multiply it with these waves so only just some part will be visible and let's make it one and one and then you can use a power multiplier with a higher value maybe let's make a parameter so this will be like glow shine and this is this is power of glow so power glow and let's make this default to and this default one and then this will be adding this will be add on overall effect and this will work here now with these two parameters we can make some part glow let's save this now in the waves instance material we have these two parameters so if i increase this glow you can see we have some glow and this glow power node will decrease that thing now it's better so that's it i'll just complete this video now we have created this wave material thanks for watching keep learning bye
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Channel: CGHOW | Ashif Ali
Views: 16,145
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Keywords: unreal engine tutorial, unreal engine vfx tutorial, game fx, ue4 niagara vfx, unreal engine 4 vfx, cghow, cghow.com, unreal engine niagara tutorial, niagara tutorial, ue4 niagara tutorial, niagara effect, niagara, cg how, rtvfx, realtimevfx, realtime, ue4 niagara, ue5, ue5niagara, unreal engine 5, ue5 niagara, water wave, water wave material, water wave in ue5, water wave shader, water wave tutorial, water wave in game, how to create water wave
Id: CyKvQDwq11E
Channel Id: undefined
Length: 35min 36sec (2136 seconds)
Published: Wed Apr 27 2022
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