How to create Water Material in Unreal Engine 5.1 | TUTORIAL

Sdílet
Vložit
  • čas přidán 9. 07. 2024
  • Hello everyone and welcome back to my channel. In this tutorial, I wanted to show you how to create a water material that works with path tracing in Unreal Engine 5.1, but apart from that, how you can use displacement to make it look much more realistic. If you have any questions, make sure to leave them down below. Thank you for watching and I hope you found it useful.
    My Instagram:
    / draw.with.night.buzzer
    My gaming channel:
    ‪@nightbuzzer‬
    Chapters:
    00:00 - Intro
    00:12 - Create the water material
    01:48 - Create water plane
    02:51 - Enable displacement
    05:05 - Add depth
    09:12 - Outro
    #unrealengine #unrealengine5 #render #water #archviz #cgi #lighting #material #pathtracing
  • Jak na to + styl

Komentáře • 55

  • @Pire-se
    @Pire-se Před rokem +3

    If you're seeing "refraction desabled" know that, in Unreal Engine 5.2, there’s a new “Refraction” tab in the details panel when you have selected your material node in the editor

    • @joshjen1129
      @joshjen1129 Před rokem +3

      Thank you! Which option is the correct one though? I somehow cant get the normal refraction (it has pixel normal offset and so on)

    • @huppopatabus6034
      @huppopatabus6034 Před rokem

      god save you

  • @thesnji
    @thesnji Před měsícem

    thank you for the perfect detailed guide, vibey and sensible🙂

  • @samuelkilik8233
    @samuelkilik8233 Před rokem

    dude this is great...thanks

  • @cr0uchingtiger
    @cr0uchingtiger Před rokem +1

    This worked far too well for me. I modelled a crappy water body shape (like a waterfall but very basic) in zbrush, just a quick sculpt with some basic noise. Exported it at 300k. Applied your basic glass material and the displace but I tiled the displace to by twice as long as it is wide to give the impression of movement. Looks AMAZING. The extra geo due to the high poly sculpt gave it tons of detail for the displace, and the fact that it was a 3d object instead of a 2d plane also helped give it volume. And in those agitated parts of the displaced geo, the water material somehow goes white, so it's like opaque as it runs over the rock bed. Just insanely good. Thanks!

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +1

      I don't feel like I did much, but I'm glad I could help you. You said it turns opaque, did you apply some sort of movement to the material or the object? I wanted to do a future tutorial regarding exactly that topic, but haven't had the time to experiment..

  • @cr0uchingtiger
    @cr0uchingtiger Před rokem

    Just had one issue with coming back to this tutorial. I can't subdivide my mesh. When I click accept after the subdiv it says 'can not modify built-in engine asset'. Edit: never mind I was just adding a plane vs a rect.

  • @rip_jxofvrr
    @rip_jxofvrr Před 4 měsíci +5

    uh so like, 5.3 i know there is a refraction change step, but what mode of refraction do i use..? i did control f for search and 3 things came up about it but idk which one to pick

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před 4 měsíci +5

      You need to enable refraction in the details panel of the material. Put it to index of refraction. Then you can add the node. If you want to see this in more detail, check the video with lumen glass, it's a similar process.

  • @64x83
    @64x83 Před rokem +2

    I was tired of looking at a black plane in path tracer, this helps a lot!

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +1

      Glad I could help. Let me know if you have any other suggestions on what should I post next. Thanks.

    • @64x83
      @64x83 Před rokem +1

      @@drawwithnightbuzzer If there's a way to replicate volumetric/distance fog with the path tracer, that would be great :)

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +1

      @@64x83 Exponential Height Fog and Sky Atmosphere Fog are now working in UE 5.1 with path tracing.

  • @oskarwallin8715
    @oskarwallin8715 Před rokem +1

    Why do you displace in the mesh instead of subdividing and using WPO in material, so that you can get some movement in the water?

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +2

      That is what I tried at first, but I couldn't make it work with path tracing.

  • @joshjen1129
    @joshjen1129 Před rokem +7

    How is it that every tutorial has their refraction enabled but mine never turn on even if i follow all the steps? Can someone advise?

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +1

      What version of unreal are you using?

    • @Rogstrixgamer
      @Rogstrixgamer Před rokem +1

      @@drawwithnightbuzzer I'm Using 5.2 Version and in my Unreal also the Refraction is disabled...

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +5

      @@Rogstrixgamer Sorry for the late reply. In 5.2 you need to make one more step, in the details panel of the material, if you scroll down you will find the refraction settings.

    • @antoncgart
      @antoncgart Před 11 měsíci +1

      @@drawwithnightbuzzer Thanks Man!

    • @balauceaalex8991
      @balauceaalex8991 Před 8 měsíci

      had same problem, thx!!

  • @MrBlackMarkus
    @MrBlackMarkus Před rokem +2

    Hello all please advise, I have lost the window where to create a world and the right cell deatils and outliner, how do I get it all back?

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +1

      Hello. You can get those back by going to the window tab at the top left corner, and check the tabs that you want back.

    • @MrBlackMarkus
      @MrBlackMarkus Před rokem +1

      @@drawwithnightbuzzer Thank you, but how do I make them like they were before? I can safely move them, before they were in their place and was in the window Viewport?

    • @MrBlackMarkus
      @MrBlackMarkus Před rokem +1

      I figured out how to do it.)

  • @shashwatkauraw8085
    @shashwatkauraw8085 Před rokem +4

    how about a depth fade node instead of so many duplicates?

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +1

      I tried using that as well, but I couldn't make it work with path tracing.

  • @Kmax21
    @Kmax21 Před rokem +2

    Can i make game in unreal 5 using i5 6th gen , 16gb ram & rx580 8gb gpu inculded pc👀

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +2

      Hmm. A bit tough, because your gpu is not that powerful. So I wouldn't recommend it for like a highly detailed game, but for a smaller one, maybe stylized or with less detailed textures and meshes it will be ok I guess.

    • @Kmax21
      @Kmax21 Před rokem +1

      @@drawwithnightbuzzer I wish to make small racing game like Asphalt 8 🤧

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +2

      @@Kmax21 It's worth trying out, good luck!😁

    • @Kmax21
      @Kmax21 Před rokem

      @@drawwithnightbuzzer thanks😌

    • @IamSH1VA
      @IamSH1VA Před 9 měsíci +1

      @@Kmax21 there is free game template (during project creation) in UE5 for racing game. It has single car you can control with AWSD, try it out. It's actually not that heavy on system.

  • @FatPasta
    @FatPasta Před rokem

    Wow this was so easy! I'm assuming you can detail it more with more time. Also, is it possible to animate it to have the rippling effect?

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem

      Hi. I am not sure if an animation would look nice. This is more for still renders. But for animation, you can use some plugins for that, or even the basic water material from unreal, after you tweak it a little bit, to look more realistic.

    • @FatPasta
      @FatPasta Před rokem

      @@drawwithnightbuzzer The one that's currently in beta is the one you're referring to, correct? Thanks!

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem

      @@FatPasta No. I mean the one from the starter content.

  • @YOGESHKUMAR-ry1fz
    @YOGESHKUMAR-ry1fz Před rokem

    woah this is new

  • @arlandlapelani3309
    @arlandlapelani3309 Před rokem

    hey...great tutor ! anyway how to fix black plane background on preview material editor ?

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem

      Hi. I don't really know what happens in the material editor. Each material I create shows up black or gray, not with colours, even though in the scene it looks fine. I'm gonna look into it, and try to find a solution.

  • @gulagwarlord
    @gulagwarlord Před rokem +1

    I was hoping you figured out some wizardry that allows for animated displacement like in UE4...

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +1

      I wish. But that's a problem the epic games team has to fix in further releases.

  • @M0HaMAD777
    @M0HaMAD777 Před 6 měsíci

    Thanks man your video was awesome but if I want to create an ocean with this material what I should do?❤

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před 6 měsíci +1

      I'd try to make a huge plane and apply only the normal map, otherwise it will create a lot of polygons that will make UE crash for sure and also bring poor performance.

    • @M0HaMAD777
      @M0HaMAD777 Před 6 měsíci

      Thanks

  • @iiiinsomniiiiac
    @iiiinsomniiiiac Před rokem +1

    I have no water_d texture. Can you upload it?

    • @drawwithnightbuzzer
      @drawwithnightbuzzer  Před rokem +3

      Sorry, but I can't remember where I got that texture from, if it's from the starter content or not. So I am not sure if I am able to send it to you, but I'll leave you a link from where you can download some other textures. It doesn't have to be the exact one that I used. Actually you might find a better one. Be aware that you can also use the perlin noise map, if you scale it right, it will give great results. I hope this helped.
      3dtextures.me/tag/water/

  • @juniorvilhena9157
    @juniorvilhena9157 Před rokem

    what is your gpu?