Unreal 4 Tutorial: Advanced tron material #1

This is the improved version of the tron glow material that I made tutorial about.

Пікірлер: 222

  • @kameenavery9616
    @kameenavery96163 жыл бұрын

    I have used this tutorial multiple times and I come back because you explain so well and simply

  • @RohitKotiveetil
    @RohitKotiveetil9 жыл бұрын

    This is really cool! Thanks a lot for this tutorial. I've been using your original tron material in my project.

  • @CGEstudent
    @CGEstudent9 жыл бұрын

    Thanks man for an awesome tutorial!! Easy to follow along with, nice job!

  • @RaikoH6644
    @RaikoH66449 жыл бұрын

    This looks better, and a lot smaller too, thx for sharing.

  • @HawkVisionGames
    @HawkVisionGames9 жыл бұрын

    Thanks for doing this, is a lot easier this way then the way you did before haha. edited the rest of the comment out figured out my problem. But still, awesome tutorial hope to see more from you! :D

  • @JoshLathamTutorials
    @JoshLathamTutorials5 ай бұрын

    Awesome! Still useful to me today, thank you. :)

  • @mendezcreative
    @mendezcreative6 жыл бұрын

    Thanks for sharing! I actually followed along in Unity using Amplify Shader :) almost identical

  • @Alexotronic
    @Alexotronic9 жыл бұрын

    Excellent Tutorial. Good pacing. Subbed!

  • @ciril2643
    @ciril26439 жыл бұрын

    Hey there, nice tutorial! Just wanted to add that if you want sharp corners just put a "Ceil" node between the "Subtract" and "Lerp" nodes, to round off the float that comes out of the gradient to the nearest integer. You will have to decrease the sharpness to a low number, though - something like "0.1".

  • @MikeGarnDesign

    @MikeGarnDesign

    2 жыл бұрын

    Just what I needed. Thanks :)

  • @ZakPorterBridges0451

    @ZakPorterBridges0451

    2 жыл бұрын

    Ceil?

  • @ZakPorterBridges0451

    @ZakPorterBridges0451

    2 жыл бұрын

    Ceil?

  • @owen8499
    @owen8499 Жыл бұрын

    Great video, was a great help.

  • @SpikeTheSpiker
    @SpikeTheSpiker7 жыл бұрын

    Thank you for the tutorials :)

  • @greenjd3700
    @greenjd37006 жыл бұрын

    thank you, this helped me alot!

  • @MsDevilMaria
    @MsDevilMaria6 жыл бұрын

    Very inspiring, thank you very much ^^

  • @GaryParkin
    @GaryParkin3 жыл бұрын

    This was cool. Thank you. And it does work on a sphere. If you change the edge it almost looks like a sideways creature opening its eye. I may have another use for this. :D

  • @spacepirate9882
    @spacepirate98827 ай бұрын

    The problem with using UV to detect edges is that this outline will only be uniform with uniform UV like a cube. For a rectangle, some edges will be thiner than others

  • @unrealengineruseng9583
    @unrealengineruseng95834 жыл бұрын

    THANK YOU MAN !!!

  • @skelmirmorgul2377
    @skelmirmorgul23778 жыл бұрын

    Very Awesome!

  • @mick384561
    @mick3845618 жыл бұрын

    wow, It's a lot to learn but that was fantastic, If the laser show software I use exepts the format perception neuron in Glow matirial style. this will be amazing but I would just use lines with no shading because as you know laser displays look the same as glow style graphics :)

  • @PotatNetflix
    @PotatNetflix7 жыл бұрын

    Pretty good tutorial. With a few adjustments it worked for ShaderForge in unity

  • @MikePost

    @MikePost

    6 жыл бұрын

    Hey Watulio, I use Unity5 but don't have ShaderForge. Is there a way to export the Shader code so I can use this in my Unity projects? I really like this material effect and can't seem to find an equivalent tutorial to this using Unity.

  • @gesuusderv6325

    @gesuusderv6325

    6 жыл бұрын

    Try rebuilding it in substance designer, i guess

  • @MikePost

    @MikePost

    6 жыл бұрын

    Hey Watulio, now that Shadergraph is build into Unity 2018, do you think you can re-create this using Shadergraph so I can see how it should be done. I'm playing around with it now but just can't get it right so far.

  • @issacting7539
    @issacting75399 жыл бұрын

    Awesome video :) Thanks

  • @AlexMercer1110
    @AlexMercer11107 жыл бұрын

    Dude, thanks a lot! I knew there was a way of doing this with only instructions but never knew how to actually do it, until this video haha

  • @Liaret

    @Liaret

    7 жыл бұрын

    My pleasure :)

  • @vuhai8262
    @vuhai82625 жыл бұрын

    Cool tutorial!

  • @vaidasm9500
    @vaidasm9500 Жыл бұрын

    Thank you.

  • @everInfinity
    @everInfinity4 жыл бұрын

    Thank you!

  • @AimTech
    @AimTech6 жыл бұрын

    is there anyway to make this work for more than just cubes?

  • @stormolflak
    @stormolflak2 жыл бұрын

    Thanks a lot

  • @MCbobalexbob
    @MCbobalexbob7 жыл бұрын

    8:57 I think "Max" node could help with that

  • @ZRayTheBosS
    @ZRayTheBosS5 жыл бұрын

    Can you make a tutorial showing us how to make the windows on a textured building light up? in the unreal engine

  • @DevinDTV
    @DevinDTV7 жыл бұрын

    I did exactly what you did in the video and it says 1/16 texture samples, 89 base pass shader instructions, 31 vertex shader instructions.

  • @MonstroUK
    @MonstroUK9 жыл бұрын

    Thank you for the tutorial. Is this material suitable for non geometric shapes? If I wanted a character to have similar effects going on would this work or would I have to create a more traditional material?

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Neil Castle You'd have to go through some manual UV-mapping, using a similarly looking material mock in Maya or other modeling software.

  • @ricardob21
    @ricardob218 жыл бұрын

    very good

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay4 жыл бұрын

    AWESOME! But how could we make the glow pulsate?

  • @MaleficiumWolf
    @MaleficiumWolf6 жыл бұрын

    Thanks man

  • @LUGERIUS-GAMEs
    @LUGERIUS-GAMEs8 жыл бұрын

    thank, I am learned someting new, nice tutorial

  • @shannonsummitt7482
    @shannonsummitt74825 жыл бұрын

    Why are the black lines in my "OneMinus" nodes off center? Is there something I didn't check or change?

  • @furrybproductions
    @furrybproductions3 жыл бұрын

    How would I invert this so that the center glows and the edges are dark?

  • @psych_girl_8225
    @psych_girl_82254 жыл бұрын

    Is there a way to change the black part of the material to an alpha channel?

  • @brettshipes
    @brettshipes9 жыл бұрын

    I did this for VR, made a video on instagram, and the UnrealEngine account reposted it. Good work here!

  • @Liaret

    @Liaret

    9 жыл бұрын

    Brett S Yeah, I saw that post, nice work :)

  • @MF99K
    @MF99K6 жыл бұрын

    I don't know what I did wrong but I followed along and nothing happened :/

  • @Liev04
    @Liev042 жыл бұрын

    A.M.A.Z.I.N.G

  • @steveanston4906
    @steveanston49067 жыл бұрын

    nice

  • @unrealstudent2239
    @unrealstudent2239 Жыл бұрын

    how do i get this to work on other shapes than cubes?

  • @Xblivior
    @Xblivior9 жыл бұрын

    Thanks so much man :D helped me heaps :D

  • @Liaret

    @Liaret

    9 жыл бұрын

    Xblivior my pleasure :)

  • @jakenelson6557
    @jakenelson65578 жыл бұрын

    Hey, Liaret. Great tutorial. Would it be possible to make the centre of the cube transparent while still maintaining the glowing edges?

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Jake Nelson Hi, sure thing. Set the material type to Translucent and then use the procedural edges (without color) as opacity mask.

  • @DaveyHenry

    @DaveyHenry

    8 жыл бұрын

    +Liaret This tutorial is amazing and I love what you've done with it. I read the above comment (on how to make he center of the cube transparent) and would love to do the same but am not clear on your instructions. Would you mind elaborating some on that? Thanks :D

  • @Liaret

    @Liaret

    8 жыл бұрын

    David Henry sure. Basically you take the whole thing where we procedurally generate edges and end up with square-like texture and use it as an opacity mask. This way the only non-transparent things will be the edges (what we need). Afterwards you can plug any color into base or emissive inputs, which would paint those edges. I can make screenshots for you if you need more info.

  • @Badkitty24
    @Badkitty242 жыл бұрын

    I didn't hear a few steps but it works for me...except mine doesn't GLOW like yours does...it's just a lighter tone of the color i choose

  • @Liaret

    @Liaret

    2 жыл бұрын

    That would be a problem with the rendering configuration or scalability settings, I believe. Make sure you are not on low settings or mobile rendering, IIRC that's where the bloom is disabled.

  • @euden
    @euden9 жыл бұрын

    Hi, I was wondering if you could possibly add to this tutorial to cover custom meshes. Also, if I begin a new level in unreal and try to map this material to the 'floor' of the level it doesn't work, it instead glows completely all over really brightly, any ideas?

  • @Liaret

    @Liaret

    9 жыл бұрын

    euden Hi, New level uses the BSP geometry, which has completely different UV mapping than the cube. Using custom meshes with this material is as simple as making proper UV maps in the modeling/sculpting software. I can't promise any tutorial on this topic soon, sorry, I am stuck with tons of work :(

  • @euden

    @euden

    9 жыл бұрын

    Not to worry, I'm sure I'll figure it out :)

  • @anghelnicky

    @anghelnicky

    5 жыл бұрын

    @@euden did u figure it out cuz i've been spending 5 hrs trying to do it ..... it has to do with the uv mapping but i can't manage to do it right

  • @euden

    @euden

    5 жыл бұрын

    @@anghelnicky Unfortunately not sorry. I dropped working on it and moved on.

  • @justinkringstad4167
    @justinkringstad41678 жыл бұрын

    thank you for this, how can I make the black glossy? so it looks like glass?

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Justin Kringstad just pump the roughness to near 0 and specular to 1.

  • @NikoKun
    @NikoKun8 жыл бұрын

    Thanks so much for the great tutorials on this. Just a quick question, I'm using this material tiled on a floor, using the method Sebastian S posted here in the comments. And I'm noticing a lot of aliasing artifacts.. Is there a way to fix or reduce that? I'm pretty new to UE4, so I could have missed something simple..

  • @Liaret

    @Liaret

    8 жыл бұрын

    +NikoKun My pleasure. Now, I have faced aliasing issues as well. Without going into some kind of post process fix, I'd just suggest you use thicker glow lines. The aliasing appears when the line on your screen is thinner than 1 px, essentially. This should be fixable with anisotropic filtering, so you can dig into that as well.

  • @Liaret

    @Liaret

    8 жыл бұрын

    +NikoKun Also, AA.

  • @NikoKun

    @NikoKun

    8 жыл бұрын

    +Liaret Ah ok, thnx for the quick reply. I'll see if thicker lines will help.. I tried to up the AA, but that just made the grid areas in diagonal directions that were farther away from the player disappear completely to black. Is the anisotropic filtering options part of the post processing stuff? Cause I didn't notice it in the normal graphics settings.. :/ Guess I finally need to start learning how PP works.. heh

  • @Liaret

    @Liaret

    8 жыл бұрын

    ***** anisotropy is set in the texture settings. We don't use any textures here, so I actually don't know what's up with that :)

  • @NikoKun

    @NikoKun

    8 жыл бұрын

    +Liaret hmm, So theoretically, if I use your original Tron material, which used that gradient texture, I could take advantage of anisotropic filtering? (not even sure if that would actually help fix the problem tho, plus I'd have to figure out how to tile that one. heh) For now I'll just mess around with thickness and see if there's anything I can do with PP, but at least it's another idea. ;)

  • @andreasandrew2813
    @andreasandrew28137 жыл бұрын

    Hi, first of all, many thanks for your tutorials - they are very helpful!! Could you do a tutorial on holographic shaders please? As there are no good tutorials abot that on the net? Thank you in advance!!

  • @Liaret

    @Liaret

    7 жыл бұрын

    Hello. I'm glad I could help :) I will keep that topic in mind whenever I get time to work on new videos :)

  • @andreasandrew2813

    @andreasandrew2813

    7 жыл бұрын

    That would be awesome! Thank you

  • @smudgybrown67
    @smudgybrown679 жыл бұрын

    Hey Liaret, Firstly 'Happy Friday' to you! Thank you so much for the most cool tutorial, thoroughly enjoyed doing it. After following it with every detail, I have one small problem whereby the edges do not glow, they just remain dull. I have tweaked the scalar parameter values, however, there's no radiance at all. I downloaded your materials also and the same, they appear dull. Would you have any pointers as to why this would be please?

  • @Liaret

    @Liaret

    9 жыл бұрын

    Dominic Brown Hi Dominic, Thanks, Happy Friday to you too :) It appears that the radiance (or even bloom) is disabled in your engine's settings. Please check out the scalability and rendering parameters in editor settings and project settings.

  • @smudgybrown67

    @smudgybrown67

    9 жыл бұрын

    Nice one, thank you for getting back to me. Under Project Settings>Engine Rendering>Default Processing Settings, Bloom is on. This location was the only place I could find any reference to Bloom. As opposed to working on my existing project, I transferred the files to a new project and they display ok, thank you. Those settings are like a minefield, lol. Thank you again. Enjoy the weekend =]

  • @Liaret

    @Liaret

    9 жыл бұрын

    Dominic Brown no problem, you too :)

  • @xenstalker02
    @xenstalker029 жыл бұрын

    I followed your instructions exactly but I got nothing on my cube. Would it be possible for you to upload the material files for the community to use and study?

  • @Liaret

    @Liaret

    9 жыл бұрын

    Timothy Dilich hey there. Here's the archive with the materials. Let me know if it works or if you need my folder structure (cause uassets are kinda strange in this matter). dl.dropboxusercontent.com/u/48256366/TronGlowMaterials.rar

  • @BitchesLoveGoodra
    @BitchesLoveGoodra8 жыл бұрын

    How could you change this to become like a grid? So it divides the cube shape up rather then just lights the edges? I know nothing about materials so forgive me if thats a ridiculous question

  • @Liaret

    @Liaret

    8 жыл бұрын

    +TheMalibuLizard it's a good question, I actually needed this functionality myself. You only need to add couple of nodes, I believe I covered it in the last tutorial about tron material on my channel. Check it out, and write me if you'll have any more questions :)

  • @davdavdav94
    @davdavdav949 жыл бұрын

    This is great, i'm trying to get a grid effect for my floor like in your previous tron material videos but not had much luck. How do you create this effect?

  • @Liaret

    @Liaret

    9 жыл бұрын

    Hi, here's a screen of my old material's grid. I have not thought about implementing the grid in the new material as of yet. There r some useless nodes here, like two-color switching, so don't mind them. The texture I use can be found in the sample content s018.radikal.ru/i511/1503/1e/25e9cafbef69.png

  • @davdavdav94

    @davdavdav94

    9 жыл бұрын

    Liaret Thanks for the quick response, works nicely. Looking forward to your future videos!

  • @anotomie1

    @anotomie1

    9 жыл бұрын

    Liaret you can multiply and frac directly after the texCoord before it goes into the multiply*0.5 to get a grid effect. you could also save one instruction by using an add instead of a lerp and make it less busy with less branching. dl.dropboxusercontent.com/u/107682595/Random/Tron.png nice material and great that you have forgone the textures. :D

  • @Liaret

    @Liaret

    9 жыл бұрын

    Sebastian S perfect, thanks for the insight :-) I was never good at math ;)

  • @drakeblackscales9807

    @drakeblackscales9807

    6 жыл бұрын

    Do you still have the blueprint for this? Your dropbox link doesn't work

  • @detech8757
    @detech87579 жыл бұрын

    Слушай, а подскажи насчет glow эффекта. У меня в проектах при установке эмиссив больше единицы glow эффект не возникает. Более того - если взять материал с рабочим glow из примеров и сделать миграцию этого материала в рабочий проект - glow эффект исчезает. Соотвественно и после этого туториала материал создается правильно, но glow эффекта нет. Может требуется где то в настройках проекта указать что-то?

  • @Liaret

    @Liaret

    9 жыл бұрын

    Denis Blagodarev у тебя в настройках, вероятно, выключен блум. Особенно это характерно для мобильных настроек качества. Если слабый комп, анрил мой сам занизить качество. Покопайся в настройках рендера.

  • @markoramsak9462
    @markoramsak94628 жыл бұрын

    The problem about this material is that it will only work on box

  • @Liaret

    @Liaret

    8 жыл бұрын

    No, not really. It works on whichever mesh you UV-map for it.

  • @UpsideDownTeapot

    @UpsideDownTeapot

    8 жыл бұрын

    Any chance you can show us how that would work? I have tried unwrapping by polygon, unwrapping it by angle and using material id's. Nothing seems to work - the glow seems to appear randomly.

  • @Liaret

    @Liaret

    8 жыл бұрын

    everkaaik Yeah, that tutorial is long due. I am still trying to find time to make it, sorry :( I used Maya to unwrap the UVs based on the glowing rectangle I made up in Photoshop - which simulates the way this material applies on the mesh.

  • @Mewbits

    @Mewbits

    4 жыл бұрын

    Yeah. I tried unwrapping by polygon too, doesn't work. I just want it to work on edges. Something tells me you used overlapping UVs which isn't a good idea.

  • @RobertDoman

    @RobertDoman

    4 жыл бұрын

    @@Mewbits technically he would have, but when you import a model with overlapping UVs, Unreal auto generates an alternate UV map for lighting data. To check on this, you can find it when inspecting your model in Unreal. (you may also want to change the light map resolution to be appropriate for the size, scale and importance of your model)

  • @CharismaticOutcast
    @CharismaticOutcast7 жыл бұрын

    where do you pull up the texture coordinate? every time I try I just can't find it. I have never used unreal before, my instructor told us to try based on this video. I don't even know what I am doing. PLEASE HELP.

  • @Liaret

    @Liaret

    7 жыл бұрын

    Wow, I already got instructors pointing out my videos, neat :) Right-click in the material editor to bring up the node selection pop-up. There are lots of nodes, so you wanna filter them by writing e.g. "texturecoord" While you are doing that, it would filter nodes until you see "TextureCoordinate" node in the list. Then just click on it to place on the graph.

  • 4 жыл бұрын

    How do you compile it? There's no option in the blueprint as it still appears like a default material.

  • @Liaret

    @Liaret

    4 жыл бұрын

    The material? When you save it, it compiles. If it still looks like default grey material, pls look around for compile errors. They r usually on the bottom of the editor.

  • @fallenapollyon2718
    @fallenapollyon27188 жыл бұрын

    I took the texture coordinate. changed settings on everything to make it tiled. and that worked great. But I'm also trying to make the black surface completely see through so I can add multiple layers of the glowing grid but cannot seem to do this without making the light up sections invisible too. any suggestions.

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Alec Gordon use the code for getting white borders as an opacity mask instead of emissive.

  • @fallenapollyon2718

    @fallenapollyon2718

    8 жыл бұрын

    +Liaret lol. that was easy. Thanks for the reply. it looks good and good job on tutorial. one thing. please talk a little slower on tutorial. hard to read inputs on screen. other than that thanks very much.

  • @Liaret

    @Liaret

    8 жыл бұрын

    Alec Gordon np, will keep in mind next time :)

  • @goblinounours
    @goblinounours7 жыл бұрын

    I'm curious, does someone know how to do the opposite, meaning a white/colored box with black edges, like this ?

  • @damian8051

    @damian8051

    7 жыл бұрын

    I don't know if you still are looking for an answer to this but I accidentally managed to achieve this effect by reducing the "Glow Strength" parameter a lot (around -100)

  • @Staglaitor
    @Staglaitor3 жыл бұрын

    Sorry that i went on your video with big steps - and seamingly mised this but can i use this for edge wear?

  • @Liaret

    @Liaret

    3 жыл бұрын

    hmmm sure, good idea. I think you'll just need to use some noise or otherwise interesting texture to blend wear textures into the material, but that should work. Let me know how it goes!

  • @MrMeen
    @MrMeen7 жыл бұрын

    Would this material translate to more complex meshes - eg a bicycle or vehicle?

  • @Liaret

    @Liaret

    7 жыл бұрын

    It would, however you would need to do manual UV-mapping in the 3D software of your choice.

  • @MrMeen

    @MrMeen

    7 жыл бұрын

    Liaret Thank you. I will try it out and let you know.

  • @EJtheArtist
    @EJtheArtist6 жыл бұрын

    Hey Liaret! Nice Tutorial, thanks! I'm trying to get this shader to work with custom meshes, shapes that are better than plain cubes. But not having much luck. It works on primitives, but not custom meshes. Any idea why? THanks!

  • @EJtheArtist

    @EJtheArtist

    6 жыл бұрын

    Nevermind! Got it! Each polygon needs to be stretched to 0-1 space and overlapping like the primitives! Thanks!!!

  • @llamadohgaming6787

    @llamadohgaming6787

    6 жыл бұрын

    @EJtheArtist Could you expand on that solution? I don't quite understand what youre saying. I made a couple of geometry brushes and then converted them to static meshes and I am running into the issue of them glowing super bright. I can't seem to find anything about "stretching to 0-1 space and overlapping". Could you help me please?

  • @EJtheArtist

    @EJtheArtist

    6 жыл бұрын

    llamadoH Gaming do an automatic mapping on your object, and then try moving the uvs closer or further away from each other in the uvs editor. If this is not clear enough message me on my channel and I'll make a quick video

  • @komprofil
    @komprofil7 жыл бұрын

    Извини за беспокойство, можешь подсказать как применить такой эффект на объект, чтобы выглядело как сетка?

  • @Liaret

    @Liaret

    7 жыл бұрын

    Прива. У меня есть видео про добавление сетки в этот материал на канале.

  • @timix465
    @timix4657 жыл бұрын

    This is very nice and helpful tutorial. I am going to use this tutoorial to make tron material for my college project :] (Rocket_Jumper) I gave credits to you as the author of the reference just incase. Nice work!

  • @Liaret

    @Liaret

    7 жыл бұрын

    My pleasure. Glad I could help :-)

  • @lucian6172
    @lucian61723 жыл бұрын

    About 2:36. It's compiling slow because it's super buggy as hell. That 100% CPU load is because super buggy code. It's not because is doing too much.

  • @fall-neckthetallneck2977
    @fall-neckthetallneck29778 жыл бұрын

    QUESTION!!! Can you use a gray scale map to show Unreal which parts of an object are more shiny than other parts of the object? Like say you have a metal gun with rust on the side. The metal on the gun would be more metallic then the rust which would affect the amount of reflection that comes off of the mesh?

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Jarhead Junior sure you can, that's a part of PBR rendering pipeline. Just connect the map to the Roughness (and possibly specular, depending on the effect you wanna achieve), and make sure the map has whites for the most matte surfaces and blacks for the most reflective ones. However, this is only the roughness - if you also want to simulate metal surface, you will need to create a metallic map and connect it to Metallic channel. Same idea, but metallic works "physically correctly" only with 0 or 1 values (0 = non-metallic, 1 = metallic). You may find more info on Unreal docs pages.

  • @fall-neckthetallneck2977

    @fall-neckthetallneck2977

    8 жыл бұрын

    Liaret Thanks for the quick answer. I use substance painter 2 so it's get the proper maps that I need.. =)

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Jarhead Junior keep in mind that you can use Substance plugin for Unreal, which will simplify the workflow and let you tweak substances in UE4.

  • @fall-neckthetallneck2977

    @fall-neckthetallneck2977

    8 жыл бұрын

    Liaret That's for substance designer and I haven't found any tutorials that teach it well enough. Substance Painter just exports maps.

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Jarhead Junior right, my bad :)

  • @DerKincaid
    @DerKincaid9 жыл бұрын

    Hi, I'm new to UE4 and I followed your steps and created the material and it works good on a cube. But I have a more complex shape, a maze I did in Maya, and just a couple of edges are glowing. Is there a way to tweak this material so that the edges of my maze are glowing? Or do I have to create a alpha map for the edges?

  • @Liaret

    @Liaret

    9 жыл бұрын

    Johnny Blaze Hi there. I also work in Maya and faced the same problem with complex geometry. You have 2 choices: - Make custom materials for each model with unique UVs - Use one material, like this one from the tutorial, and make custom UVs for it in Maya's UV editor. I went with the second approach, cause I knew I will only use those meshes with my glowing material. It is also theoretically cheap, cause you might have a lot of meshes on map using the same material (but different material instances, for example). So I faked the material in Photoshop for a reference, put it into Maya and now I make custom UV maps for my meshes which fit this material. Albeit, it does not work well with complex geometry, but that is to be expected. I can provide some screenshots to make it clear, if you need more guidance :)

  • @kevinmartinez8267

    @kevinmartinez8267

    9 жыл бұрын

    Liaret Can you make a tutorial of this? or just post the Blueprints here, i know its kinda basic stuff but im learning material scripting

  • @Liaret

    @Liaret

    9 жыл бұрын

    Kevin Martinez which blueprints? There are no blueprints involved in the process. I will try to find time for a tutorial, but can't promise any dates for now :(

  • @kevinmartinez8267

    @kevinmartinez8267

    9 жыл бұрын

    Liaret I want to create a maze with edges glowing, but i dont understand the part " make custom UVs in mayas UV editor" how that "texture map" will looks like? just highlighting the edge parts on the maya UV texture editor and then change de TexCoor node for my custom texture UV on Unreal engine?

  • @Liaret

    @Liaret

    9 жыл бұрын

    Kevin Martinez ok, first of all, this is a tron material mock I made in Photoshop. It simulates the material which is created in the tutorial. You can assign it to your mesh in Maya and then carry around the UV shells in UV editor in the way that the edges you need to be glowing are glowing. I have attached another screenshot for example, where I am mapping round shape's edge to the glow material. dl.dropboxusercontent.com/u/48256366/TronMatMock.bmp dl.dropboxusercontent.com/u/48256366/MayaTronExample.PNG

  • @Liberula1000
    @Liberula10008 жыл бұрын

    Hi, Is there any possibility of doing a video about a material that fade in/out the colors? Thanks

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Liberula1000 hi, I didn't quite get what do you mean. Could you be more specific or provide an example? :)

  • @Liberula1000

    @Liberula1000

    8 жыл бұрын

    +Liaret Let's say I have two colors and I want them to alternate with an fade in/out effect

  • @Liaret

    @Liaret

    8 жыл бұрын

    Liberula1000 pls check the next video on my channel, it gives some insight about alternating colors.

  • @Spamkromite
    @Spamkromite3 жыл бұрын

    And now, to guess how to apply it to the borders of a single plane... Thanks for sharing the method for cubes though. Nevermind, I found out by pluggin in a INVERSE TRANSFORM MATRIX between the last MULTIPLY and EMISSIVE COLOR can extrapolate the shiny edges to a single plane. Let's fiddle more...

  • @lonewolfchf4072
    @lonewolfchf40723 жыл бұрын

    I need help, i want to change the material of the base, like the black part, I want to change it to more metallic and shiny , how can I do that? pls help

  • @heehee6514

    @heehee6514

    3 жыл бұрын

    Your the only person here that has been at this video quite recently, Why i put the material on an object its way to bright, did you have this issue?

  • @lonewolfchf4072

    @lonewolfchf4072

    3 жыл бұрын

    @@heehee6514 oh , if ur glow is too strong u can just turn down the glow strength

  • @heehee6514

    @heehee6514

    3 жыл бұрын

    @@lonewolfchf4072 yeh I did that, Think I turned it to ten, Actually I might of forgotten to apply it and save

  • @h20xyg3n
    @h20xyg3n7 жыл бұрын

    Hey there Liaret, dont know if you're still gonna reply on this video.. But. I followed this step by step numerous times now and I cant get the Glow to emit off of the material, as shown in this video. As I say I've followed this numerous times, and I recall having it set up properly at one stage but I seem to have changed something in my project settings.. Bloom is on, any ideas?

  • @h20xyg3n

    @h20xyg3n

    7 жыл бұрын

    Image for context... imgur.com/a/FOczi

  • @h20xyg3n

    @h20xyg3n

    7 жыл бұрын

    fixed it, needed Mobile HDR and Bloom, then a restart of UE4

  • @LeviPage

    @LeviPage

    6 жыл бұрын

    I am having the same issue but I already have both of these options enabled.

  • @jr9843
    @jr98434 жыл бұрын

    Does this work with more complex shapes and can you limit the minimum angle of the edge to which emission is added? Basically what i'm asking is could i use the same principles for making an edge highlight for a low poly rock material?

  • @tobiasraschbacher4915

    @tobiasraschbacher4915

    2 жыл бұрын

    i would also like to know that, thanks!

  • @Yeeksquilack
    @Yeeksquilack7 жыл бұрын

    Followed this tutorial but my glowing material is bright white with a colored glow around the edge instead of a fully saturated glow like in the vid. Any thoughts on what's going wrong?

  • @Liaret

    @Liaret

    7 жыл бұрын

    Hello. Double-check the code, if still can't find mistake - link the screenshot to your material or share it as an asset.

  • @Yeeksquilack

    @Yeeksquilack

    7 жыл бұрын

    Not sure what to double-check or how (pretty novice when it comes to this engine). I posted my materials on the UE forums here: tinyurl . com / kt6rszv

  • @ben_3923

    @ben_3923

    7 жыл бұрын

    Do you find why it was not working ? Because I have the same problem

  • @ben_3923

    @ben_3923

    7 жыл бұрын

    Screenshot of my material here : imgur.com/a/3RdWj

  • @Yeeksquilack

    @Yeeksquilack

    7 жыл бұрын

    According to the UE forums, the issue is that the engine was changed to render emissive glows in a different way. So far there is no way to achieve the type of lighting shown in this video with the engine the way it is.

  • @mathewrimmer1945
    @mathewrimmer19456 жыл бұрын

    Hi, any chance of how to make a grid floor with this effect?

  • @Liaret

    @Liaret

    6 жыл бұрын

    Hi, I believe there is a tutorial for the grid version of this material on my channel :)

  • @mathewrimmer1945

    @mathewrimmer1945

    6 жыл бұрын

    ive gone through all the videos but i cant find it? tried myself but i cant figure it out. please help (your the best lol)

  • @mathewrimmer1945

    @mathewrimmer1945

    6 жыл бұрын

    ah ive found it! thanks

  • @hasher22
    @hasher228 жыл бұрын

    I followed the tutorial exactly and mine is now glowing, went through the tutorial three times and I dont knwo whats wrong :(

  • @Liaret

    @Liaret

    8 жыл бұрын

    +hasher22 please check if you even have the Bloom enabled in the rendering settings. Then add the postproc volume on the map and pump up a bloom on it to see if it works.

  • @dzshiftt
    @dzshiftt8 жыл бұрын

    so I was thinkin' about it, I can't access the program at the moment, but can one turn the black to white on the material?

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Dzshiftt sure thing. E.g. you set the Base Color to all white, or LERP between the edges glow color and white.

  • @dzshiftt

    @dzshiftt

    8 жыл бұрын

    +Liaret right right right, thank you, might post a screenshot later

  • @dzshiftt

    @dzshiftt

    8 жыл бұрын

    +Liaret Not too great at this, can you run it by me where to put that lerp? :D

  • @dzshiftt

    @dzshiftt

    8 жыл бұрын

    +Liaret never mind I set the base color ^-^

  • @ThePixelitomedia
    @ThePixelitomedia7 жыл бұрын

    Strange. I follow your tutorial with Unreal 4.15 and got 565 instructions lightning! And the result does not look nearly as good as yours

  • @egotisticcougar
    @egotisticcougar9 жыл бұрын

    Is this broken in 4.7.6? the material preview is correct, but when I apply the material, the entire screen becomes filled with the color of the the vector parameter.

  • @egotisticcougar

    @egotisticcougar

    9 жыл бұрын

    egotisticcougar Additionally, if I the material is set to fit this doesn't occur, but I'd like to align default like a grid.

  • @Liaret

    @Liaret

    9 жыл бұрын

    egotisticcougar You are applying it to BSP geometry. On BSP, it would only work when set to fit, as it is a procedurally generated material. To make it work as a grid, you can use a hint from Sebastian S here in comments (please scroll down to find his comment).

  • @dzshiftt

    @dzshiftt

    8 жыл бұрын

    +Liaret so if I set it to "set to fit" it'll apply properly to a BSP? that's great news then.

  • @dzshiftt

    @dzshiftt

    8 жыл бұрын

    +Liaret So, how do I set it to fit? can't seem to figure it out D:

  • @Liaret

    @Liaret

    8 жыл бұрын

    Dzshiftt in bsp properties, there is a setting for that (Details tab).

  • @TheLuisberg
    @TheLuisberg9 жыл бұрын

    I ran into a problem with the material. I applied everything that was stated in the video but I attached it to emissive a warning from stats says that arithmetic between floats is undefined. How can I fix this?

  • @TheLuisberg

    @TheLuisberg

    9 жыл бұрын

    Btw the warning tag appeared in one if the Multiply node before the glow scalar and the emissive plug

  • @Liaret

    @Liaret

    9 жыл бұрын

    TheLuisberg Top Commentor You have probably made some invalid node connections. You can post here a screenshot with ur code so I'd try and see an error.

  • @TheLuisberg

    @TheLuisberg

    9 жыл бұрын

    give about a day to post it ill see if i missed anything

  • @TheLuisberg

    @TheLuisberg

    9 жыл бұрын

    Hey its me again I figured out what the problem was. It was with the masks g and r. I had them mixed up. Everything is fine now. But when I apply the texture to geometry or some solids and stuff. Everything goes white. It could because of the starter Map I'm on but I need help on that

  • @Liaret

    @Liaret

    9 жыл бұрын

    TheLuisberg Top Commentor does it work well on cubes? This sounds like uv mapping problem.

  • @furkanunsal5814
    @furkanunsal58146 жыл бұрын

    how to make it black?

  • @Liaret

    @Liaret

    6 жыл бұрын

    Make what black?

  • @MsScoopTube
    @MsScoopTube4 жыл бұрын

    Thx guy ! but he don't work i have this message "[SM5] (Node Multiply) Arithmetic between types float2 and float3 are undefined" :(

  • @OniBojan

    @OniBojan

    3 жыл бұрын

    Check first part where he added masks. You need to select only channels he selected. Don't leave default selected channels

  • @aheahetaroman
    @aheahetaroman9 жыл бұрын

    is this cel materil?

  • @Liaret

    @Liaret

    9 жыл бұрын

    ***** excuse me?

  • @antoine_nedelec
    @antoine_nedelec3 жыл бұрын

    Does not work on instanciated material, scale is wrong..

  • @flaxenelbow6987
    @flaxenelbow69879 жыл бұрын

    can you help me apply this to a polygon? it doesnt work the way i want it too

  • @Liaret

    @Liaret

    9 жыл бұрын

    nolan mckaun hi. Which mesh are you using?

  • @flaxenelbow6987

    @flaxenelbow6987

    9 жыл бұрын

    Liaret put this mat on a tri-pyramid in the editor, im trying to get it to create the edge effect on the mesh but it doesn't work, it might be messy lol im only 14

  • @Liaret

    @Liaret

    9 жыл бұрын

    nolan mckaun it's all about UV-mapping. To expect the desired effect you should get the mesh into Maya/3d Max/MODO etc and make a proper UV map, matching the material.

  • @flaxenelbow6987

    @flaxenelbow6987

    9 жыл бұрын

    Liaret how would one go about doing that?

  • @Liaret

    @Liaret

    9 жыл бұрын

    nolan mckaun do you have any modeling software at your disposal?

  • @djbanizza
    @djbanizza9 жыл бұрын

    any idea if this will work on mobile ?

  • @Liaret

    @Liaret

    9 жыл бұрын

    djbanizza will work if you use Mobile HDR, but the bloom won't be that good ofc.

  • @djbanizza

    @djbanizza

    9 жыл бұрын

    Liaret Thanks mate , I'll give it a go.

  • @themidnightspark9431
    @themidnightspark94317 жыл бұрын

    I can't hear the nods name

  • @Liaret

    @Liaret

    7 жыл бұрын

    Sorry. Can you see them on the screen though? :)

  • @themidnightspark9431

    @themidnightspark9431

    7 жыл бұрын

    Yes, great video though...

  • @RetroCurators
    @RetroCurators8 жыл бұрын

    Hey nice Tutorial followed and it work but has alot of problems , when i extended the cube sideways to create a "wall" the lights where only on the edge instead of creating a bunch of cube effects so i tried duplicate that wall and put one ontop of it and the at some parts the light was not rending on some camara views allso tried making it cube by cube and same problem the "lights" are not always visible im trying to get it to look like this www.technobuffalo.com/wp-content/uploads/2013/11/Metal-Gear-Solid-VR-Missions.jpg

  • @Liaret

    @Liaret

    8 жыл бұрын

    +Shaun Alvarez hi. The material only works well on the simpleCube. To make it work on other surfaces in the way you want, you'd have to use custom UV mapping in the modelling software. Use photoshop or paint to create a mock texture with glowing edges and use it as a reference while UV-mapping the mesh.

  • @PedroModrego

    @PedroModrego

    8 жыл бұрын

    +Liaret hi! could you do a tutorial on that? it would be a big help... thank you!

  • @seriousbeing7328
    @seriousbeing73287 жыл бұрын

    Mine isn't glowing

  • @Liaret

    @Liaret

    7 жыл бұрын

    You don't have HDR enabled, if that's the case. Try checking Mobile HDR in the options. There should be some other settings controlling that as well, look around the documentation.

  • @seriousbeing7328

    @seriousbeing7328

    7 жыл бұрын

    Liaret I have HDR Enabled. and also everything is very pixelated when I go a bit away from the cube. I have AA on as well.

  • @Liaret

    @Liaret

    7 жыл бұрын

    Could you provide some screenshots of the issues?

  • @seriousbeing7328

    @seriousbeing7328

    7 жыл бұрын

    Liaret how?

  • @Liaret

    @Liaret

    7 жыл бұрын

    dropbox, google drive, any file sharing hosting, imgur, etc, etc

  • @BigBaibars
    @BigBaibars7 жыл бұрын

    the channel photo 😲😑😑😑😑

  • @Ghostskappa
    @Ghostskappa2 ай бұрын

    you sound like elon musk

  • @waltage
    @waltage2 жыл бұрын

    on cube work any technology. lol shit