Pixel Normal WS Node | 5-Minute Materials [UE4]

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  • čas přidán 15. 07. 2024
  • Hey Prismaticrew! Today I'm learnin' ya the PixelNormalWS node in the UE4 Material Graph! This node is extremely similar to the VertexNormalWS node, except - you guessed it - it returns the Pixel's normal instead of the Vertex's. This node is a key ingredient in making your game-world feel physical and detailed and can make level design hassle-free by using procedural texturing based on the Pixel Normal. It could also be used to mask particular directions and apply an effect (eg. changing the texture of an object based on which side is facing the sun)
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    Computer Specs:
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    Unreal Engine 4 - (Game Dev)
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    Filmed using:
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Komentáře • 27

  • @karl1573
    @karl1573 Před 3 lety +14

    Dude these small explanation videos are so great! Really an easy way to consume knowledge.
    Thanks a lot for making them!

    • @PrismaticaDev
      @PrismaticaDev  Před 3 lety +5

      Cheers Karl :) I'm hoping to build up a huge playlist and then order them in a specific way that people can watch it from start to finish and know EVERYTHING haha. Glad you're enjoying!

  • @Xaeveax
    @Xaeveax Před 3 lety +6

    In 2017 or so I made a system of getting snow/sand onto the tops of objects but it was much more convoluted than this. I never realized this node even existed, I just assumed the old method was the only one. Nice to know there's a much simpler way of doing this.

    • @PrismaticaDev
      @PrismaticaDev  Před 3 lety +5

      There's always a simpler way - a lesson I'm yet to learn considering I overengineer EVERYTHING ;)

    • @Xaeveax
      @Xaeveax Před 3 lety +2

      @@PrismaticaDev Same.

  • @joshuaisraelalbao1877
    @joshuaisraelalbao1877 Před 3 lety +6

    Can't wait for Prismatica! 😮 Love the art style.

    • @PrismaticaDev
      @PrismaticaDev  Před 3 lety +2

      Thanks Josh :) We'll be running a very small profiling/visual demo in our Discord in the next few weeks!

  • @Fokkusu
    @Fokkusu Před 3 lety +2

    Yo this is epic, this is a quick thing that indeed helps a lot with the environment :D, thanks for the high quality video ^^

    • @PrismaticaDev
      @PrismaticaDev  Před 3 lety +1

      No worries at all Alejandro :) Thanks for watching!

  • @zackbung8976
    @zackbung8976 Před 3 lety +2

    Thank you for doing this videos, it is honestly so helpful

  • @wortnes
    @wortnes Před 3 lety +2

    Great charlie! I know a bit more of shaders today thanks to you, man!

    • @PrismaticaDev
      @PrismaticaDev  Před 3 lety

      No problemo my man :) Hope this one comes in handy!

  • @yahootube90
    @yahootube90 Před 3 lety +1

    Even the Boss Man was too scared to wake a sleeping cat to make it wave. Love this series, btw.

  • @secondhandsightsound3823
    @secondhandsightsound3823 Před 3 lety +3

    Super useful node! Cheers :)

  • @PiPiCatStudio
    @PiPiCatStudio Před 3 lety +1

    good tut,not just what is it but how to use in real case!!!

    • @PrismaticaDev
      @PrismaticaDev  Před 3 lety +1

      Thank you :) I hope you find a lot of use for it!

  • @CosmicComputer
    @CosmicComputer Před 3 lety +1

    *Googly eyed Patrick Star* “I love you”

  • @turtledevstudio8206
    @turtledevstudio8206 Před rokem

    How is no one talking about your s u r r e a l sideways ocean? So cool.

  • @ashleykettle343
    @ashleykettle343 Před 3 lety +2

    I was wondering... How do you handle your terrain? I'm new to UE4 coming from Unity, and was curious if you use things like RVT or Auto Materials etc.
    I'm finding there are a lot more steps to making terrain in Unreal but maybe I'm missing something.
    Your tuts are always helpful!

    • @PrismaticaDev
      @PrismaticaDev  Před 3 lety +2

      Hey Ashley! I use Unreal's Landscape and Landscape Materials as well as some RVT stuff to help objects blend with the landscape. I'll do a short video on how it's set up in the near future :)

  • @eldany_uy
    @eldany_uy Před rokem

    Hi! I am looking to achieve a specific effect and I ended up in this video :) I want to make an unlit material look 'lit' looking like being lit by a single directional light. But tied to the camera. If the material is in a sphere and you orbit around the sphere, the sphere will always look the same because the directional light is like linked to the camera view. but will look shaded (for example brighter in the upper left and darker in the lower right. I tried with different normal nodes ( Viewalignedreflection, pixelnormal,vertexnormal) but cant find a solution that looks the same even if I rotate the camera around. Do you have any suggestion? I love your channel :)

    • @PrismaticaDev
      @PrismaticaDev  Před rokem +1

      Hello! You'll want to use a Dot Product between the world normals (vertex or pixel) and the Light vector (direction of the "sun")

    • @eldany_uy
      @eldany_uy Před rokem

      @@PrismaticaDev thanks! But how do I tie it to the camera view? I want the 'sun' attached to the camera ☺️