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

  • @nikolayshamaev
    @nikolayshamaev Жыл бұрын

    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

  • @xander9191
    @xander919111 ай бұрын

    Absolutely Amazing

  • @CODEWYR
    @CODEWYR9 ай бұрын

    This is the best glass tutorial ever for UE5. Thank you 🫡

  • @_tallerAV
    @_tallerAV8 ай бұрын

    Great tutorial! Thank you

  • @401vieira
    @401vieira Жыл бұрын

    AMAZING! Best tutorial !

  • @Christina-sp2ke
    @Christina-sp2ke Жыл бұрын

    Absolut amazing tut! Thank you so much

  • @rostislavtsarev3664
    @rostislavtsarev36645 ай бұрын

    Thanks! it is very useful and everything is as clear as possible!

  • @smartbobert
    @smartbobert8 ай бұрын

    Thak you very much. It's clearest explanation ever!

  • @HammerdownProtocol
    @HammerdownProtocol10 ай бұрын

    This was really helpful. Thanks. Subscribed

  • @raphaelaugusto1
    @raphaelaugusto1 Жыл бұрын

    wonderful, thank you very much

  • @EugeniaDzusova-ux2on
    @EugeniaDzusova-ux2on6 ай бұрын

    классный урок, спасибо!

  • @mika.el09
    @mika.el0927 күн бұрын

    Отличный урок)

  • @anton555kitaev
    @anton555kitaev Жыл бұрын

    Спасибо за урок!

  • @user-dm8oi4jl3l
    @user-dm8oi4jl3l8 ай бұрын

    thank you ❤ you are best !!

  • @user-yb5ft3kw5j
    @user-yb5ft3kw5j Жыл бұрын

    Nice, very useful

  • @syno3608
    @syno3608 Жыл бұрын

    Thanks

  • @PeterLeban
    @PeterLeban Жыл бұрын

    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!

  • @krzysztofbogdanowicz4543
    @krzysztofbogdanowicz4543 Жыл бұрын

    Excellent effect like coming from Unreal 8 (means from the future) !!!

  • @cg_partner
    @cg_partner Жыл бұрын

    Your video is a great help to me. Thank so much~~🤩🤩🤩

  • @dan323609
    @dan323609 Жыл бұрын

    Красавчик, и говоришь чисто )

  • @nicholasgaming5711
    @nicholasgaming5711 Жыл бұрын

    Thanks Man +1 Sub

  • @dzezonja3558
    @dzezonja3558 Жыл бұрын

    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

    @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.

  • @almicc
    @almicc Жыл бұрын

    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.

  • @alexanderalikin1210
    @alexanderalikin1210 Жыл бұрын

    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

    @nikolayshamaev

    Жыл бұрын

    Thank you! This is a good point

  • @Arsenovichi
    @Arsenovichi Жыл бұрын

    Спасибо за тутор, Николай. Но почему-то не могу изменить рафнес ( хотелось сделать стекло помутнее

  • @postprocessed
    @postprocessed Жыл бұрын

    Phenomenal tutorial! Does it work in Path Tracing too?

  • @nikolayshamaev

    @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.

  • @dopeytree
    @dopeytree18 күн бұрын

    How would you add in colour changes from refraction / caustic reflections. Something that makes the light less uniform.

  • @blendragon28
    @blendragon2811 ай бұрын

    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?

  • @vikramgowda4478
    @vikramgowda4478 Жыл бұрын

    Hi Nikolay thanks for the tutorial and the maps. I am using unreal 4.24 which doesn't have lumin, will this work ?

  • @nikolayshamaev

    @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

    @vikramgowda4478

    Жыл бұрын

    @@nikolayshamaev thanks for quick revert. Yes I tried and it works. Looking forward for some more awesome videos. Thanks agian👍

  • @xl-pu2zp
    @xl-pu2zp6 ай бұрын

    hi,I really appreciate your tutorial,but why my material reflection node is not available?

  • @hardway777
    @hardway777 Жыл бұрын

    Амазинг )

  • @antonmercer6203
    @antonmercer6203 Жыл бұрын

    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

    @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.

  • @sissy7793
    @sissy77932 ай бұрын

    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

    @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

    @sissy7793

    2 ай бұрын

    @@nikolayshamaev Thank you so much

  • @jonyb3022
    @jonyb3022 Жыл бұрын

    you forgot to mention Pixel normal offset. In this case, it is wrong to use index of refraction. It causes strong artifacts and distortions

  • @mushudamaschin2608
    @mushudamaschin26089 ай бұрын

    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

    @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

    @mushudamaschin2608

    9 ай бұрын

    @@nikolayshamaev I see, thanks for the informative response

  • @nikolayshamaev
    @nikolayshamaev Жыл бұрын

    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

    @savageadamcz

    Жыл бұрын

    how i can use an baked normal on this glass?

  • @matvey_3dviz

    @matvey_3dviz

    Жыл бұрын

    Does this need thin or thick geometry? And will this work for rtx reflection set in post process?

  • @nikolayshamaev

    @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

    @matvey_3dviz

    Жыл бұрын

    @@nikolayshamaev thanks a lot! didn't check video by the end..

  • @manollobango

    @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?

  • @lailabentes4156
    @lailabentes415610 ай бұрын

    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

    @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!

  • @rlb1968able
    @rlb1968able Жыл бұрын

    Can you put this up on marketplace

  • @nikolayshamaev

    @nikolayshamaev

    Жыл бұрын

    I'm working on it!

  • @nikolayshamaev

    @nikolayshamaev

    Жыл бұрын

    I will post an announcement video on this channel as soon as the pack is ready

  • @rlb1968able

    @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.

  • @altf4120
    @altf4120 Жыл бұрын

    хорошо говоришь по английски

  • @alanh7285
    @alanh7285 Жыл бұрын

    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

    @sephirothcloud3953

    Жыл бұрын

    That is a postprocess effect + UMG

  • @NYX8Kon
    @NYX8Kon4 ай бұрын

    imagine not being able to pause videos

  • @IPpainting
    @IPpainting11 ай бұрын

    There is no frosted glass in this video.

  • @nikolayshamaev

    @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.