Unreal Engine 5.2 - Brushed Metal / Anisotropy Material / Anisotropic Highlights Tutorial

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  • čas přidán 23. 08. 2024

Komentáře • 9

  • @derekfloodVFX
    @derekfloodVFX Před rokem

    All your tutorial are super helpful! Wanted to mention that you can get smooth anisotropic reflections on the texture by converting it in Nuke from PNG to EXR.

  • @Fafmagic
    @Fafmagic Před rokem

    Really useful! Thanks.

  • @wewantmoreparty
    @wewantmoreparty Před rokem

    Thanks

  • @maschinelab8598
    @maschinelab8598 Před rokem

    Great video!
    I am trying to make realistic architectural glass with Substrate, but with glasses with thickness I cannot make the light go through it. Any tips will be apreciated! Cheers

  • @notmyself9279
    @notmyself9279 Před rokem

    is this the same effect used for the horse shader/material from RDR2 or any of the Short Fur/hair surface shader

  • @bradleymcwilliams3139

    What do you plug in for the tangent if using substrate?

    • @renderbucket
      @renderbucket  Před rokem

      No difference, exactly the same. If Substrate gives error you may have to just make sure your feeding it 3 values, R, G, B so there's no vector conversion issue.
      So if you took the TextureCoords and then a Subtract Node and Subtracted 0.5 it might give error because your feeding 2 values (U, V) to a parameter expecting 3 Values (R, G, B). So you can solve this easily by adding a Append node on the very end connected to a constant (in B slot) with 0. Then your feeding it R (U), G (V), B (0).
      3 Values. So there's no vector conversion error.

  • @adarshwhynot
    @adarshwhynot Před rokem

    Is it possible to make similar custom tangent maps in substance designer?