Align Mesh to the Camera - Unreal Material NodeRodrigo Villani2023-02-02 | Learn how to use the confusing Align Mesh to the Camera material node in Unreal Engine and how to deal with its issues.
The video is in UE5, but it works for UE4 as well.
00:00 - See here if on a rush 01:34 - Intro 02:03 - Material and basic nodes 04:42 - The 3 Object Basis 05:36 - Camera space XYZ 08:39 - Align plane 12:34 - Align cone 13:20 - Find mesh axes 14:21 - Perspective effect 15:23 - Arbitrary alignment 17:32 - Rotation issue 21:32 - Rotation fix 22:56 - Lighting issue 24:54 - Lighting fix 26:21 - Normals issue 28:30 - Normals fixes 33:18 - Mix with normal map 35:10 - Shadows issue 38:16 - Shadows fix 42:48 - Another shadow issue 44:51 - Shadows "fix" 2 45:51 - Complete material demo 47:24 - Outro
I find there's a lot of features and possibilities with Materials in Unreal many don't know about. In this video I try to expose some in hope that you learn something new or solve that problem you've been thinking about.
I had an issue on the Face Camera part that I've already figured out how it really works and how to solve it and I'll record a live about it soon.
0:00:00 - Intro 0:00:36 - Primitive Data 0:06:46 - Maximized Screen 0:08:05 - Manipulating UVs 0:10:00 - Rotate Texture 0:11:44 - Flip Texture 0:12:48 - UV Offset and Tiling 0:16:08 - UV Clamping 0:17:26 - Texture Projection - Screen 0:18:57 - Texture Projection - World 0:21:32 - Texture Projection - Tri-planar 0:24:59 - Mesh Rotation 0:32:26 - Camera-align Mesh 0:45:06 - Shame! [bell rings] Shame! 0:47:21 - Fix Scaled Mesh Normals 0:49:37 - Shadow Pass 0:58:32 - Multi-Shader Materials 1:04:53 - Multiple UV Sets 1:08:38 - Color Masks 1:19:37 - Localized Post Process 1:21:03 - Localized Post Process - How to 1:26:43 - Localized Post Process - Limitations 1:28:39 - Post Process for Widgets 1:33:24 - Render Targets for Effects 1:41:30 - RayTracing Limitations
This is a follow-up to the video about Triplanar Texture Projection in Unreal materials. Many of you might've noticed that that technique doesn't work well with normal maps. Now I'll show you how to fix it.
What you're here for starts at 34:54. But if you want to understand why you should follow those steps, watch at least from 14:15. If you've never learned about triplanar projections, either watch the second video of this series or start from 02:01 on this one. I'm not explaining it in details, as on the previous video, but I still did it from scratch here.
00:00 - Mumbling about mic problems 01:19 - Intro 02:01 - Basic triplanar material 10:20 - Testing with normal maps 14:15 - About normals 16:37 - About tangents 24:04 - Normal maps and tangents 31:46 - Theory on fixing triplanar normals 32:33 - World space normals 34:54 - What you're here for 50:30 - Tangent vs World normal output 55:12 - Outro
Disclaimer: my mic was briefly failing now and then, when I changed things in the material and it recompiled. I believe it's all still comprehensible. Nonetheless, if you have questions, don't hesitate to ask them.
http://rvillani.com artstation.com/artist/rvillani sketchfab.com/rvillani twitch.tv/rvillaniMirror room in Unreal with Ray Tracing is AMAZING!Rodrigo Villani2021-02-01 | A friend showed me this video of a guy making a room of mirrors on all sides and asked me if ray tracing could do that many reflections. My answer was like "no, unless you want 1 fps or less". But it got me curious, I decided to test it in Unreal and the results are breathtaking!
It was back when Flash was still called Flash and belonged to Macromedia. I even used ActionScript 2.0 for it! I think it was the first time I ever touched lines of code for games. Very basic stuff, but I was really proud of it. Specially of managing to get button combinations to work.
I started Morpheus with a model in Reallusion's Character Creator, sculpted his likeness in ZBrush and painted all textures in Substance Painter. Then animated him in iClone and this is him in Unreal Engine 4, with the materials I made and forward render.
The rest of the models are all modeled by me as well, except for the TV. I got that from Sirenko, on Sketchfab (sketchfab.com/sirenko). I just had to do some adjustments to the normals, but the model is pretty awesome!
The controller and TV already work and I have the Jump Program and Pill scene done. But I don't have Morpheus in the pill scene yet, just the sound of his voice.
http://rvillani.com artstation.com/artist/rvillani sketchfab.com/rvillani facebook.com/rvillanigamedevStove fire effect in Unreal Engine 4Rodrigo Villani2018-06-22 | Breakdown: • Each flame is composed of two planes: one along the flame and another one, perpendicular to it. • The material controls the billboard effect. It only rotates about the flame axis. • When you look directly at the flame axis, it fades out and the perpendicular plane with a different texture fades in. That gives the illusion of a volumetric flame. • The flame "dance" is animated by distorting the UVs in the material. • Turning it on and off happens by animating each instance of a Hierarchical Instanced Static Mesh component.
Preview is in Unreal Engine, using the shader I've programmed to create a transparent effect that shows only the background through the character, not itself.
Preview is in Unreal Engine, using the shader I've programmed to create a transparent effect that shows only the background through the character, not itself.
Dynamic Picture Frames is a set of frames that, no matter how you resize it, you never get distorted borders and patterns. It comes with 6 frame styles that you can customize to an infinite variety. It also allows you to split the frame in more pieces to create very stylish environments.
Everything is built using HISM for maximum performance, using the least possible draw calls, and it's static to work with static lighting.
With Dynamic Picture Frames you can: • change the picture • resize without distorting the frame sides • choose frame style and customize color • set the frame thickness or remove it completely • set different colors for the corners • set margins size and color • toggle glass and its depth • set canvas' depth • split canvas in separate pieces (the picture adapts) • toggle collision
Music: Marxist Arrow by Twin Musicom is licensed under a Creative Commons Attribution license (creativecommons.org/licenses/by/4.0) Artist: http://www.twinmusicom.orgKirito (Sword Art Online) Speed SculptRodrigo Villani2017-06-15 | Kirito I made really quickly for a colleague. The recording took 4hours. It was about 9h total with hair and textures.
► SOFTWARES USED Bandicam for screen capture Pixologic ZBrush for Sculpting Autodesk 3Ds Max for UVs, Rigging, Skinning and Animation Allegorithmic Substance Designer and Painter for baking and texturing Epic Unreal Engine 4 for presentation, movie and rendering Adobe Photoshop for some texture effects Labbed.net LabChirp and Adobe Audition for sound FX Adobe Premiere for editing
► PLAYLIST 00:00 - The King of Fighters 2002 - Nameless Theme 09:58 - Dragon Ball Super Opening 2 Goes Metal by Charlie Parra del Riego
► SOFTWARES USED Bandicam for screen capture Pixologic ZBrush for Sculpting Autodesk 3Ds Max for UVs, Rigging, Skinning and Animation Allegorithmic Substance Designer and Painter for baking and texturing Epic Unreal Engine 4 for presentation, movie and rendering Adobe Photoshop for some texture effects Labbed.net LabChirp and Adobe Audition for sound FX Adobe Premiere for editing
► TRACK The King of Fighters 2002 - In Spite of One's Age
► SOFTWARES USED Bandicam for screen capture Pixologic ZBrush for Sculpting Autodesk 3Ds Max for UVs, Rigging, Skinning and Animation Allegorithmic Substance Designer and Painter for baking and texturing Epic Unreal Engine 4 for presentation, movie and rendering Adobe Photoshop for some texture effects Labbed.net LabChirp and Adobe Audition for sound FX Adobe Premiere for editing the screencapture
► SOFTWARES USED Bandicam for screen capture Pixologic ZBrush for Sculpting Autodesk 3Ds Max for UVs, Rigging, Skinning and Animation Allegorithmic Substance Designer and Painter for baking and texturing Epic Unreal Engine 4 for presentation, movie and rendering Adobe Photoshop for some texture effects Labbed.net LabChirp and Adobe Audition for sound FX Adobe Premiere for editing
► PLAYLIST 00:00 - Epic by Bensound (http://bensound.com) 02:53 - Fatality by Xenogen 09:03 - World of Fire by Xenogen 13:46 - Silently I Strike by Xenogen 16:34 - Dragon Ball Z Goes Metal by Charlie Parra del Riego
► SOFTWARES USED Bandicam for screen capture Pixologic ZBrush for Sculpting Autodesk 3Ds Max for UVs, Rigging, Skinning and Animation Allegorithmic Substance Designer and Painter for baking and texturing Epic Unreal Engine 4 for presentation, movie and rendering Adobe Photoshop for some texture effects Labbed.net LabChirp and Adobe Audition for sound FX Adobe Premiere for editing
00:00 - Intro 00:44 - Material creation 01:22 - Pixel vs Vertex normal 02:32 - Getting absolute normal values 04:19 - Theory: how to mix the planes' values 07:52 - Practical application of the mixing math 09:10 - Getting the world coordinates for the planar projections 14:50 - Mapping the textures to the planes coordinates 15:01 - Using 3 different textures or a single one 16:21 - Mixing the mapped textures from the normal values 17:24 - Sharpening the transition between the sides 20:01 - Local space normals 21:41 - Theory: how to map the texture with local positions 24:07 - Getting vertices local positions 26:47 - Creating a parameter to choose local or world space 29:27 - Affecting other channels with tri-planar mapping 30:58 - Creating a tri-planar material function 36:57 - Six-planar mapping for correct texture alignment on all sides 45:30 - Adding Tesselation and snow on the top 52:00 - Tiling and Offset 54:10 - Thanks for watching and please share! :D
http://rvillani.com twitch.tv/rvillaniUE4 Tutorial 101 — Texture Projection 1/3 - Screen and WorldRodrigo Villani2017-03-07 | ► Texture Projection: Part 1 of 3 — Screen and World mapping. Read here for the topics timings.
00:00 - Intro 01:41 - The Screen Mapped Material 02:06 - Screen Position node 04:01 - Tiling and offsetting the texture 06:53 - World Mapped Material 07:36 - Absolute World Position node 08:15 - Choosing a projection plane 09:49 - Getting the coordinates for the texture UVs 10:26 - Controlling the size of the texture in world units 13:20 - Creating a function for Tiling and Offset
http://rvillani.com twitch.tv/rvillaniUE4 Tutorial 101 — Glow em coresRodrigo Villani2017-03-02 | ► ATENÇÃO para 4.19+: foi mudada a forma como se lê as texturas da cena (SceneTexture) com o Custom node. Agora a coordenada precisa ser passada pela função ViewportUVToSceneTextureUV. O código aqui na descrição está atualizado de acordo.
► Tutorial de como fazer outer glow com cores diferentes para cada objeto. Leia a descrição para os tempos dos tópicos.
• Tópicos 00:00:41 - Preparação do projeto e objetos 00:02:53 - Como funciona pós-processamento 00:03:23 - Criando o material 00:04:08 - Lendo a textura da cena 00:06:14 - Aplicando o efeito na cena 00:08:03 - Teoria: como embaçar uma textura com multi-sampling 00:11:18 - Sampling com nodes 00:16:44 - O CustomExpression node 00:17:55 - Alterando a cor da cena com código 00:23:16 - Alerta sobre o custom node 00:24:11 - Inputs necessários pro efeito 00:28:50 - Mudando o tipo de output do node 00:29:21 - Declarando as variáveis 00:36:45 - O loop dos Steps 00:39:27 - O loop dos RadialSteps 00:42:52 - Seno e Cosseno para criar coordenadas de direção 00:45:37 - Código das coordenadas 00:47:25 - Lendo um pixel da CustomDepth 00:48:13 - Calculando o resultado final 00:52:32 - Retornando o resultado para o output 00:56:30 - Misturando o glow com a textura da cena 00:58:14 - Retirando o efeito de cima dos objetos 01:01:12 - Adicionando noise ao glow 01:06:12 - Alterando o código para ler o stencil de cada objeto 01:09:11 - Adicionando um valor ao output do custom node 01:10:31 - Definindo as cores a partir do valor de stencil 01:14:38 - Configurando o brilho do glow 01:16:12 - Documentação das funções intrínsecas da HLSL 01:17:09 - Corrigindo um bug no código 01:18:03 - Final. Por favor, compartilhe! :D
In this tutorial you'll learn how to create an outline post process in Unreal Engine 4 to show objects behind walls.
Topics: 0:00 - Intro: what we're gonna do 1:04 - Project and objects requirements 2:44 - Post process material 4:47 - Seeing the material effect on the scene 6:17 - The CustomDepth texture 8:15 - Outlines detection theory 11:12 - Sampling the required pixels 20:05 - Separating background from object pixels with an inline 22:21 - Highlighting the outlines on the objects 24:29 - Mixing the outlines and the original scene 26:26 - Isolating only occluded outlines 29:50 - Making line thickness configurable 31:27 - Giving a different color to each stencil value 37:36 - Commenting nodes 37:57 - Using a StaticSwitch to toggle outlines occlusion 40:11 - Thanks! Please, like and share :D
Neste vídeo eu ensino a fazer um efeito que revela os objetos de acordo com a distância deles pra câmera. Similar ao efeito do Animus carregando a cidade em Assassin's Creed.
Tópicos 00:00:00 - Intro, o que será feito 00:00:48 - Preparação do mapa 00:01:24 - Criando o material 00:03:12 - Instanciando o material 00:06:54 - Aplicando material em várias meshes 00:09:38 - Calculando a distância pra câmera 00:15:42 - Condicional pra esconder os pixels 00:21:25 - Material parameter collection 00:27:02 - Lerp 00:27:49 - Degradê: distância do pixel para a borda mascarada 00:35:22 - Convertendo uma transição linear em curva com potências 00:41:05 - Invertendo o Lerp do degradê 00:41:37 - Converter 0~1 para 1~0 (node 1-x) 00:43:47 - Intro para o efeito que anima os vertices 00:44:44 - Absoluto vs offset 00:45:32 - World Position Offset 00:48:37 - Reposicionando os vértices 00:51:54 - O efeito com poucos vértices 00:54:30 - Animando a distância da máscara quando o jogo começa 00:55:26 - Blueprint Timeline 00:59:40 - Input para reproduzir o efeito quando quiser 01:00:55 - Final
http://rvillani.comUE4 Tutorial 101 — Control Materials in BlueprintsRodrigo Villani2017-02-16 | ► Read here for downloads and topics timings.
Topics: 00:51 - Creating the bulb glass material 04:50 - Testing material parameters for lit bulb 05:21 - How to have more than one material on same mesh 07:33 - Making the screw material 10:31 - Creating the lightbulb blueprint 12:59 - Adding sphere collision to the light 13:53 - Recognizing when the player gets near the light 15:55 - Modifying material parameters in Blueprint 22:43 - Turning the light off when player gets far from it 24:14 - Controlling several instances of the same material 31:22 - Using M to randomly change materials parameters 34:34 - The End
Método interno da Unreal 4.12+ que substitui meu antigo método de criação de espelhos.
Tópicos:
00:59 - Sobre reflexos 03:46 - Requisito para usar Planar Reflection 05:52 - Como alterar o tamanho do plano sem estragar o reflexo 06:23 - Os parâmetros do plano 15:44 - Mover Planar Reflection com o espelho 19:45 - Opções de render do reflexo 24:23 - Colocando um espelho de frente pro outro 26:08 - Final 26:30 - Erro de gravação
http://rvillani.comMulan - Facial WrinklesRodrigo Villani2017-02-14 | I finally found out how to make wrinkle maps in Unreal! I'll make a tutorial about it as soon as I finish the basics on materials.
I modified the face to create the morphs in ZBrush. Then I transfered them to 3Ds Max for the animation of the morph targets and exported to Unreal. For the wrinkles, I used Substance Painter to create the normal and masks. Then, in Unreal, I control them from the morphs' curve values.
artstation.com/artist/rvillani http://rvillani.com3Ds Max — bug ao exportar FBX com Morph TargetsRodrigo Villani2017-02-13 | Tem uma p***a de um bug no 3Ds Max 2017. Quando tentamos exportar um FBX com target morphs (modificador Morpher), algumas vezes o arquivo fica sem o Morpher.
Neste vídeo eu te mostro como reproduzir o bug, In this video, I show you how to reproduce the bug, so you know how to avoid it, and how to fix models you've already worked on.
Solução em 2:00
http://rvillani.com3Ds Max — FBX Export Morph Targets bug fixRodrigo Villani2017-02-13 | There's a f***ing bug in 3Ds Max 2017. When we try to export FBX with target morphs (Morpher modifier), sometimes the file comes out without the Morpher.
In this video, I show you how to reproduce the bug, so you know how to avoid it, and how to fix models you've already worked on.
Fix at 2:00
http://rvillani.comModeling Mulan Teeth — Making OfRodrigo Villani2017-02-12 | Continuing on the Mulan project. Now she can smile or, better yet, make an angry face!
http://rvillani.comUE4 Tutorial 101 — Material FunctionsRodrigo Villani2017-02-09 | Continuing the Material series: Material Functions. They're very useful to reuse complex effects in different materials and for making layered materials, which are awesome!
Topics 00:34 - Creating Material Functions 01:15 - Create Inputs 03:47 - Output 04:42 - Use the Function in materials 07:42 - Looking at Unreal functions 09:00 - Creating rim light material effect 09:31 - The Fresnel effect 11:01 - Moving the light in the material preview 12:48 - Material Property Overrides 13:32 - Creating material from Material Function 14:20 - The MakeMaterialAttributes node 15:32 - Using the attributes output in the Material 16:25 - The SetMaterialAttributes node 18:18 - Layered Materials 19:15 - Creating the Rust Material Function 23:02 - Blend Material Attributes 25:20 - Dynamic rusty material 28:19 - The problem with mixing metallic and non-metallic 29:20 - The end 29:50 - Bloopers
Downloads: The texture - http://files.rvillani.com/unreal/T_TexturesTutorial.psd BONUS for you, awesome subscriber (you are, aren't ya?!?!) who reads the description! This script (for Windows) will execute a sequence of commands that speed up shaders and game compiling processes: http://files.rvillani.com/unreal/Hi-Speed_Compilers.bat You just need to double click it. Windows advice us it's risky to change processes priority, but I use it all the time without problems. Use it at your own risk.
http://rvillani.comModelling Hillbilly CostumesRodrigo Villani2017-02-08 | It's a modeling job for a virtual costumes application I made in Unreal using Kinect. The models were made by using other models as reference because the app requires a specific body structure to work.
http://rvillani.comUE4 Tutorial 101 — Materials - TexturesRodrigo Villani2017-02-02 | This is the second video in the material series. On this one I talk about textures, color channels and UV manipulation. It covers everything you need to know about textures in UE4.
You'll learn how materials work, what each parameter does and how to achieve the look you're after.
Your suggestions are appreciated. If you want to learn something new, leave a comment asking for it and I'll do a video on it as soon as possible!
Music: Bensound - Going Higher
http://rvillani.comUE4 Tutorial 101 - UMG Water Menu Part 2Rodrigo Villani2017-01-08 | In this 2 part tutorial I teach you how to leverage the Retainer Box in UMG for post processing, creating a water distortion effect.
In Part 1 we do the background water caustics effect. In Part 2 we create the distortion post process.
I'm accepting suggestions. If you want to learn something new, leave a comment asking for it!
http://rvillani.comUE4 Tutorial 101 - UMG Water Menu Part 1Rodrigo Villani2017-01-08 | In this 2 part tutorial I teach you how to leverage the Retainer Box in UMG for post processing, creating a water distortion effect.
In Part 1 we do the background water caustics effect. In Part 2 we create the distortion post process.
You kept asking me to update the demo and I was like "use the new Planar Reflection Actor". So, here's a video on how to use it. Plus some 'lil explaining about SSR and a test with mirror in front of mirror.
Hope you dig it!
http://rvillani.comDicas Flash #4 - Actions no IllustratorRodrigo Villani2016-12-28 | Eu estava otimizando umas grades de pixel art no Illustrator e percebi que com Actions o problema seria resolvido bem mais rápido. Elas também servem para resolver muitas outras coisas que precisam de ações repetitivas.
http://rvillani.comDicas Flash #3 - After Effects - Agilidade com KeyframesRodrigo Villani2016-12-15 | As dicas nesse vídeo são pra quem quer trabalhar mais rápido no After Effects.
• Dica 1: Acesso rápido aos transforms • Dica 2: Esconder o excesso de propriedades na timeline • Dica 3: Mostrar somente propriedades animadas • Dica 4: Navegação entre frames e keyframes • Dica 5: Copiar e colar keyframes • Dica 6: Manipular grupos de keyframes • Dica 7: Mudar o tipo de keyframe
Créditos da música: The Life and Death of a Certain K. Zabriskie, Patriarch by Chris Zabriskie is licensed under a Creative Commons Attribution license (creativecommons.org/licenses/by/4.0) Source: http://chriszabriskie.com/vendaface Artist: http://chriszabriskie.comGAME StrangerThings na ComicCon 2016Rodrigo Villani2016-12-02 | Jogo de memória desenvolvido por mim para o estande da Netflix na Comic Con 2016Mattress - rendered in Unreal EngineRodrigo Villani2016-11-09 | Less than 20 minutes to render all frames. I love UE4!
Hire me: http://rvillani.comDicas Flash #2 - Atalhos secretos do PhotoshopRodrigo Villani2016-10-19 | Nesse Dicas Flash eu apresento alguns atalhos pouco conhecidos do Photoshop.
► Dica 1: hotkeys ► Dica 2: trocar cor e propriedades do Brush ► Dica 3: mudar opacidade e flow ► Dica 4: a seta, o auto-select e o transform ► Dica 5: zoom e visão de águia ► Dica 6: girar o canvas
http://rvillani.comDicas Flash #1 - O lápis do IllustratorRodrigo Villani2016-10-11 | No primeiro Dicas Flash eu te mostro formas de se trabalhar com o lápis do Illustrator à mão livre.
► Dica 1: atalho (N) ► Dica 2: precisão ► Dica 3: manter e editar linhas selecionadas ► Dica 4: Alt para cantos e linhas retas ► Dica 5: Unir duas linhas existentes ► Dica 6: Colorir novas linhas ► Dica 7: Draw Normal/Behind/Inside
http://rvillani.comCorrective Morphs in 3Ds Max for Game EnginesRodrigo Villani2016-09-22 | A nice way to create corrective morphs in 3Ds Max and still be able to export them as FBX into game engines, like Unreal.
http://rvillani.comRetopology of Mushu - Mulan Scene WIPRodrigo Villani2016-09-13 | This model is part of my sexy Mulan scene, which is a WIP at the time of publishing this video.
FAQ - It took me a little more than 6h to do it in real time (retopology only). - Software used for retopology: 3Ds Max 2017 - Musics: • Audiomachine channel - Best of Epic Music V (youtube.com/watch?v=axfUWmPi1-g) • Jerry Goldsmith - Mulan's Decision (synthesizer version)
Hope you like it and thanks for watching! http://rvillani.comBatMetal 3D - MakingOf (speed sculpting)Rodrigo Villani2016-03-12 | Subscribe 'cause Broly is coming soon!
A project I started on August 1st, 2014, when I first saw the BATMETAL animation (and got reaaaaaaally excited about it!). Finished it now, on March 10, 2016! LOL
Not because the project was that difficult. It was mainly because of the intervals I made while working or just being too lazy to work on it. But, recently, I thought: I need to learn how to paint awesome textures! And I thought about Substance Painter. Well, I needed a game model to learn on and I decided to finish this one. Also, now that I know Unreal, I could use it as the platform to display my work. Why not? Awesome real time graphics quality!
And, during the Unreal part, I had so much fun and learned so much trying to achieve the effects I was after, that I intend to do this more frequently. I've been learning 3D modeling, painting, photography and programming for so long and I finally found something where I get to use it all at once!
Hope you like it! And I also hope ArhyBES folks see it. They are f***ing awesome!!
artstation.com/artist/rvillani http://rvillani.com[SOLVED] Photoshop CC 2015 BugsRodrigo Villani2016-02-22 | [SOLVED] I set the cache levels on performance settings to more than 1 (3, in my case). It was using only 1. Don't know how that happened, but it's working flawlessly now, as is it always were! With only one cache level, even the anti-aliasing was awkward.
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These happen with every Raw file I try to edit as a 16-bit image in PS.