Realistic fluted, ribbed, and frosted glass material in Unreal Engine 5 | Tutorial
I will show you how you can create realistic fluted, frosted, and ribbed glass in Unreal Engine 5 with realistic light refractions. We will create flexible material so you can use any possible pattern variations like lines, waves or squares to make super realistic glass. We will use Unreal Engine 5 and Lumen for reflections. I will show the ways to create normal map for the glass to drive image distortion effect, how to set up the material and how to combine different parameters to create any glass shape you need.
An advanced version of this material is now available on the Unreal Engine Marketplace:
www.unrealengine.com/marketpl...
Advanced frosted glass material overview:
• Meet new glass materia...
Glass normal map textures for this tutorial:
www.dropbox.com/sh/9y6285bjd6...
Timestamps:
0:00 Introduction
1:07 Normal map texture
1:46 UE project settings
2:29 Glass material settings
7:07 Light refraction and IOR
9:52 Finalizing material settings
11:04 Mesh and two-sided material
11:34 Glass optimization
11:57 Conclusion
Check out my other Unreal Engine tutorials
Realistic LED screen with RGB pixels:
• Realistic LED emissive...
Sci-fi animated material like in Cyberpunk 2077
• Sci-fi animated hologr...
Here's my Behance profile: www.behance.net/nikolayshamaev
#Unrealengine5 #ue5 #tutorial #lumen
Пікірлер: 63
An advanced version of this material is now available on the Unreal Engine Marketplace with many more glass patterns. Check out - MasterGlass www.unrealengine.com/marketplace/en-US/product/masterglass-realistic-fluted-ribbed-and-frosted-glass
Absolutely Amazing
This is the best glass tutorial ever for UE5. Thank you 🫡
Great tutorial! Thank you
AMAZING! Best tutorial !
Absolut amazing tut! Thank you so much
Thanks! it is very useful and everything is as clear as possible!
Thak you very much. It's clearest explanation ever!
This was really helpful. Thanks. Subscribed
wonderful, thank you very much
классный урок, спасибо!
Отличный урок)
Спасибо за урок!
thank you ❤ you are best !!
Nice, very useful
Thanks
Ah, thank you for clarifying the blend between IORs. I've been trying to make glass work for Lumen and everything was distorted af because I've been using the "normal" path traced glass (doesn't work with Lumen, we know). So thanks for sharing this!
Excellent effect like coming from Unreal 8 (means from the future) !!!
Your video is a great help to me. Thank so much~~🤩🤩🤩
Красавчик, и говоришь чисто )
Thanks Man +1 Sub
I love this tutorial. So well presented and informative, even though I knew this before it strengthened my undestanding in a couple of key points. Question: Why did you append each channel separately for normal map instead of using RGB output with multiply?
@nikolayshamaev
Жыл бұрын
Thank you! To correctly control the intensity of the normal map, you only need to multiply the red and green channels and leave the blue channel as it was.
I'd suggest that anyone using this change the refraction method to Pixel Normal Offset, this produces a much better refraction result on large flat surfaces. Someone else said that you need to input different values with Pixel Normal Offset, you do not. You should use this exact same setup with the fresnel node and IoR interpolation value, only change the method in the material node to Pixel Normal Offset. Otherwise, you get strange artifacts as you see in the video, with the frame of the glass being visible in the middle of the glass, which makes absolutely no sense. This is what Unreal Engine recommends for large flat surfaces such as glass panes or water. If you have pretty much any other shape, like a glass sculpture or a diamond, then use the "Index of Refraction" refraction method.
Great video, but I need to add my two scents here. Rotating normal map is not the same as rotating any other texture. When you rotate it, it also rotates the lighting information (pixel colors) which produces wrong result. Place a spotlight, make the material opaque and see what I mean. If you rotate the texture 180 degrees, it will look as if light comes from the opposite side, not from the side it actually comes from. After rotating the normal map, you have to rotate actual normals back by the same angle.
@nikolayshamaev
Жыл бұрын
Thank you! This is a good point
Спасибо за тутор, Николай. Но почему-то не могу изменить рафнес ( хотелось сделать стекло помутнее
Phenomenal tutorial! Does it work in Path Tracing too?
@nikolayshamaev
Жыл бұрын
Thanks! Yes, this material also works with Path Tracing. You can set the lighting mode under Translucency section to "Surface translucent volume" to get the best result.
How would you add in colour changes from refraction / caustic reflections. Something that makes the light less uniform.
I'm trying to create a clear glass material for a watch but the clock face gets distorted underneath the glass when moving the camera. How do I the opposite of this video?
Hi Nikolay thanks for the tutorial and the maps. I am using unreal 4.24 which doesn't have lumin, will this work ?
@nikolayshamaev
Жыл бұрын
Yes, it also works with Unreal engine 4. What's even more interesting, this method was used in Mirror's Edge in 2008. This game used modified Unreal Engine 3.
@vikramgowda4478
Жыл бұрын
@@nikolayshamaev thanks for quick revert. Yes I tried and it works. Looking forward for some more awesome videos. Thanks agian👍
hi,I really appreciate your tutorial,but why my material reflection node is not available?
Амазинг )
I have refraction disabled, by default, this is supposedly outdated, but it can be enabled. and when I turn on the refraction does not work correctly, what should I do ? I use engine version 5.2
@nikolayshamaev
Жыл бұрын
Hi! Yes, it's disabled by default in 5.2. You can enable it in the refraction section of the main material node. Select "Index of refraction" or "Pixel normal offset" depending on your needs and it should work fine. Other than that, nothing has changed since the 5.2 release. Also, make sure you're using at least "Surface translucency volume" or "Surface forward shading" lighting mode.
Hi Thank you for your tutorial! can I use those 3 normals you gave link of dropbox for my game ? meaning I intend to put it in my game and sell game...
@nikolayshamaev
2 ай бұрын
Hello! Thank you! I've included a text document in the DropBox link with a short description of how to use these textures because a lot of people have asked for it. In short - you can use these three normal maps in your game!
@sissy7793
2 ай бұрын
@@nikolayshamaev Thank you so much
you forgot to mention Pixel normal offset. In this case, it is wrong to use index of refraction. It causes strong artifacts and distortions
The effects shown in portal 2 and mirror's edge were likely highly optimised considering the hardware they could run on. Is the shader code used here as efficient? I do not want to use ray tracing
@nikolayshamaev
9 ай бұрын
Hi! This effect is used in Mirror's Edge made using Unreal Engine 3, so it's pretty old technology. You don't need ray tracing to create this effect and you don't need an RTX graphics card. It works in Unreal Engine 4 as well as inside Unreal Engine 5. However, it requests at least "Surface translucency volume to be enabled. So, you have to use this material wisely. There're not much places in Mirror's Edge with this type of windows for instance.
@mushudamaschin2608
9 ай бұрын
@@nikolayshamaev I see, thanks for the informative response
Feel free to ask any questions about this glass material. I hope this video will help you create the best glass for your Unreal Engine projects. If you have suggestions for similar materials in UE, please let me know as well.
@savageadamcz
Жыл бұрын
how i can use an baked normal on this glass?
@matvey_3dviz
Жыл бұрын
Does this need thin or thick geometry? And will this work for rtx reflection set in post process?
@nikolayshamaev
Жыл бұрын
@Матвей Пашков it can be used on thick or thin geometry. You can see it at 11:04 in the video. It should also work with RTX reflection in post process, as it's just simple glass material.
@matvey_3dviz
Жыл бұрын
@@nikolayshamaev thanks a lot! didn't check video by the end..
@manollobango
Жыл бұрын
Thanks for this tutorial! Therefore I'll give you a tip: If you pin your comment it will keep staying on top of the comment section! Did you already tried out the new substrate materials of UE5?
Hi! When I connect the CustomRotator node on the UVs of the NormalMap node, the texture just desappear, and the normal map turns into a solid blue texture. Why id this happening? I can't get the texture on my glas :( Can somebody help me, please?
@nikolayshamaev
10 ай бұрын
Hi! Try the following: 1. Make sure your UVs are correct and not distorted 2. Check “Texture Coordinate” node. UTiling and VTiling values in this node should be set to 1. 3. Check “Tiling” node and make sure it’s not at 0 4. Try to use the value of 0,5 in the “Rotation Center” input. 5. Check the Rotation Angle (by default 0) and Divide node (by default 360 in the tutorial). It should work fine!
Can you put this up on marketplace
@nikolayshamaev
Жыл бұрын
I'm working on it!
@nikolayshamaev
Жыл бұрын
I will post an announcement video on this channel as soon as the pack is ready
@rlb1968able
Жыл бұрын
@Nikolay Shamaev Can you also make destructible versions? I've personally tried making destructible glass and I can't figure out how because the chaos engine already renders the cracks.
хорошо говоришь по английски
Awesome tutorial! How would you make a space helmet with realistic glass with a water dripping effect while it rains? 😊 Example: kzread.info/dash/bejne/iq6o2dRxqbLapKQ.html
@sephirothcloud3953
Жыл бұрын
That is a postprocess effect + UMG
imagine not being able to pause videos
There is no frosted glass in this video.
@nikolayshamaev
11 ай бұрын
Check out 11:26. By the way it is common in the game industry to name almost every patterned glass as "Frosted glass" so it is easier for naming conventions.