Brushed Metal Shader - Advanced Materials - Episode 11

Sdílet
Vložit
  • čas přidán 8. 09. 2024
  • In this shader tutorial I cover the anisotropic shader options available in Unreal and Unity. I show how micro grooves in the surface can change the reflections/specular from isotropic to anisotropic and how to use the features of Unreal and Unity to create brushed metal shaders.
    Here are links to the documentation for these features:
    Unreal
    docs.unrealeng...
    Unity
    docs.unity.cn/...
    Here's last week's video on fabric shaders:
    • Fabric Shaders - Advan...
    Here's the playlist for all of the videos in the series:
    • Advanced Materials
    Shader Book Recommendations
    www.bencloward...
    ------------------------------
    Theme Music
    Peace in the Circuitry - Glitch Hop
    teknoaxe.com/Li...
    Background Music
    Speo - The Little Things
    • The Little Things
    #UnrealEngine #shadergraph #Unity

Komentáře • 32

  • @vncubers
    @vncubers Před rokem +3

    this is the best channel about shader you can find on youtube

  • @HomAxz
    @HomAxz Před rokem +14

    your channel is truely a gold mine. so much amazing knowledge, conveyed so that everyone can understand. thank you a lot!

  • @johncorbitt4112
    @johncorbitt4112 Před 3 měsíci +1

    Love your tutorials Ben. Clear and easy to follow. Learning a lot from you.

  • @geri4367
    @geri4367 Před rokem +5

    Amazing work as always Ben. Lately most of effects are leaning into this advanced Unity/Unreal shader templates (anisotropy, iridescence, sub surface scattering etc). I'd personally love to see how all of those actually work too. I think there would be a lot of added value to create those from scratch
    But I understand if it's too much for a single video

    • @BenCloward
      @BenCloward  Před rokem +5

      Yes, that's a good point. I've been showing how they work, but not really explaining the math behind them. The reason for that is because they deal with the lighting model - which is not something you can change or edit using nodes in the graph. In order to create them from scratch, I would just have to show people the code, and I don't think most in my audience would enjoy that. (Let me know if I'm wrong!) That's why I haven't talked about them until now - because I have been focused mainly on things you can do in the graph itself. But now I'm trying to expand out a bit and show people these settings that can also have an effect on the end result.

    • @kermalis
      @kermalis Před rokem

      @@BenCloward I left a comment in the previous video about the lighting models as well. I used to work with custom engines like you used to, so I'm very interested personally. It can also help those of us using Unity URP since we can throw them into a .shader with the cost of writing some boilerplate (some of these features are HDRP only for now, and I don't think a lot of people would be using Amplify shaders)

    • @geri4367
      @geri4367 Před rokem

      @@BenCloward Eveything I learn here I apply in my custom hand written Unity shaders. That being said, I think you are actually right. It's probably not a good idea to do content about that since most people probably won't be interested o may be overwhelmed

  • @tatsuyashiba9315
    @tatsuyashiba9315 Před rokem +1

    Your channel is really helpful, I am a beginner in game design, I can only continue to work hard after watching the video, I really appreciate you.
    Because English is not good enough, I can only use translation, I hope you can understand , haha.

  • @antoniosuarez7881
    @antoniosuarez7881 Před rokem +1

    Thanks, grate tutorial

  • @efjey
    @efjey Před rokem +3

    Hey Ben!
    Great tutorial, as usual very informative :)! I'm not sure if this would be an interesting topic for others as well, but could you elaborate a bit more, what the Tangent input of the Unreal Shader is expecting?
    I was recently working on a a stylized hair shader with custom UV channel + flow map, that also has an anisotropic highlight. The shader itself works well for the most part, but has visual artefacts in a few areas and I think I am missing something about the Tangent input...

  • @unrealengine5-storm713
    @unrealengine5-storm713 Před rokem +2

    I was literally just working on a brushed metal shader and this pops up 👀

  • @user-nm4gt9zx7k
    @user-nm4gt9zx7k Před rokem +1

    Hey Ben,
    Great tutorial, as always! Could you please make another one - more in depth on how to create those flowmaps themselves? Is there a way to bake them like regular normal maps or is it better to create them in Substance Designer?
    Thanks!

  • @josevieira3367
    @josevieira3367 Před rokem +1

    Nice!

  • @666nevermore
    @666nevermore Před rokem

    Hey Ben. On the video you said you would post the textures on the description but i'm not seeing them. Hope to see you soon with your material series.

  • @user-ur4xk6pn5t
    @user-ur4xk6pn5t Před 10 měsíci

    stickers can be shared well individual circes

  • @plainshades
    @plainshades Před rokem +1

    Just discovered your channel. Man I really hit the gold mine with this one. This is real premium content you're giving out for free. I pray that you encounter success in all of your endeavors 🤍. Subbed.

  • @carlosmiralles6549
    @carlosmiralles6549 Před 4 měsíci

    Can you explain how to achieve this result with the Built-in RP and URP? Thank you

  • @elmoonezazan3144
    @elmoonezazan3144 Před rokem

    hi ben!
    great tip on circular brushed metals. for this effect I used to add a picture of a circular brushed metal with the anisotropic highlights already on it into the base color. feel stupid now!
    also what do you think of the new strata material ue added?

  • @3D_Addict
    @3D_Addict Před 4 měsíci

    not to be picky or something but didnt you said you will link texture in video description

  • @w0nnafight
    @w0nnafight Před rokem +1

    maybe a leather shader?

  • @autismbros.official7582
    @autismbros.official7582 Před 4 měsíci

    Is it possible to fake the anisotropy using a gradient texture?

  • @user-ur4xk6pn5t
    @user-ur4xk6pn5t Před 10 měsíci

    How to generate tangent maps

  • @Gorongirl
    @Gorongirl Před rokem

    I’m getting ahead of myself because I think you also have a video on hair, but does most straight hair also have anisotropic highlighting? And, is a tangent map sort of interchangeable with a flow map, in terms of how they work and how they are used? Thanks again for the channel!!!

    • @BenCloward
      @BenCloward  Před rokem

      Yes, I do have a video about hair. Yes, straight hair does have anisotropic highlights (curly hair too!), and yes, tangent maps are similar to flow maps in that they both specify a direction along the surface. And you're welcome! Thanks for watching!

  • @stevphiericardo2790
    @stevphiericardo2790 Před rokem

    I've seen rocks that looked very dry and dusty looking, I don't know how to say this, but it looks like those rocks in the middle of the dessert. Perhaps this method can be used to get such result too?

    • @EthanFilms
      @EthanFilms Před rokem

      I wouldn't use anisotropy for rocks, only for stuff that needs the spec highlights to bend in a specific way. I think you'd want to use a fresnel node to blend between the diffuse color of the rock, and another copy but color corrected to look brighter, and more colored like the dust color you want. In vray, you could use Sheen, which is great for dusty surfaces and fabrics, but in Unreal, I am thinking a fresnel node will fake this the best. Or maybe just rely on texturing the rocks to shade with higher roughness where the rock is more dusty.

  • @MetalGearMk3
    @MetalGearMk3 Před rokem

    What software do you use to create the tangent maps?