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- Видео 242
- Просмотров 3 786 340
PrismaticaDev
Австралия
Добавлен 27 окт 2020
Material, Particles, Animation and GameDev guides for Unreal Engine.
My game project, Prismatica, is an indie game currently in development by one human and four cats in Melbourne, Australia.
A challenging RPG experience in a beautifully stylized world that harnesses inspiration from melee combat games such as Mordhau, Mount & Blade and Dark Souls and conveys it from a top-down perspective.
My mission is to demonstrate that learning the required skills to develop and ship a game can be done in spare time with the right attitude.
My game project, Prismatica, is an indie game currently in development by one human and four cats in Melbourne, Australia.
A challenging RPG experience in a beautifully stylized world that harnesses inspiration from melee combat games such as Mordhau, Mount & Blade and Dark Souls and conveys it from a top-down perspective.
My mission is to demonstrate that learning the required skills to develop and ship a game can be done in spare time with the right attitude.
Parallax Occlusion Mapping | 5-Minute Materials [UE5]
Hello! Today we're looking at the Parallax Occlusion Mapping function inside Unreal Engine (also known as POM)
This handy function can be used to create fake 3D depth in your materials. It's the older brother of BumpOffset!
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Buy my Prismatiscape Interaction Plugin for $34.99!
UE Marketplace: www.unrealengine.com/marketplace/en-US/product/prismatiscape-interaction-plugin
Gumroad: prismaticadev.gumroad.com/l/axvvm
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Patreon: patreon.com/prismaticadev
Twitch: twitch.tv/prismaticadev
Discord: discord.gg/prismaticadevlearninghub
RUclips: ruclips.net/user/prismaticadev
Twitter: prismaticadev
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Computer Specs:
Ryzen...
This handy function can be used to create fake 3D depth in your materials. It's the older brother of BumpOffset!
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Buy my Prismatiscape Interaction Plugin for $34.99!
UE Marketplace: www.unrealengine.com/marketplace/en-US/product/prismatiscape-interaction-plugin
Gumroad: prismaticadev.gumroad.com/l/axvvm
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Patreon: patreon.com/prismaticadev
Twitch: twitch.tv/prismaticadev
Discord: discord.gg/prismaticadevlearninghub
RUclips: ruclips.net/user/prismaticadev
Twitter: prismaticadev
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Computer Specs:
Ryzen...
Просмотров: 5 437
Видео
Motion Matching - My Thoughts [UE5]
Просмотров 9 тыс.23 часа назад
Hey babe, wake up! Motion Matching just dropped! This is a little rambler about Motion Matching in Unreal Engine 5, as well as my thoughts on the 500 FREE animations and the feasibility of Motion Matching in an Indie game. Buy the Prismatiscape Interaction Plugin for $34.99! UE Marketplace: www.unrealengine.com/marketplace/en-US/product/prismatiscape-interaction-plugin Gumroad: prismaticadev.gu...
HUGE Prismatiscape Plugin News (Unreal Marketplace Launch + SALE)
Просмотров 7 тыс.2 месяца назад
HUGE Prismatiscape Plugin News (Unreal Marketplace Launch SALE)
Marketplace Assets: Who, what, when, where, WHY?
Просмотров 9 тыс.4 месяца назад
Marketplace Assets: Who, what, when, where, WHY?
D-Buffer Decals changed my life! [UE5]
Просмотров 16 тыс.5 месяцев назад
D-Buffer Decals changed my life! [UE5]
Essential Environment Art Trick - "WPO Stickers" [UE5]
Просмотров 12 тыс.5 месяцев назад
Essential Environment Art Trick - "WPO Stickers" [UE5]
My plugin is OUT NOW! [UE5] - Prismatiscape Interaction Plugin Feature Overview
Просмотров 29 тыс.5 месяцев назад
My plugin is OUT NOW! [UE5] - Prismatiscape Interaction Plugin Feature Overview
The Switch Node | 5-Minute Materials [UE5]
Просмотров 14 тыс.7 месяцев назад
The Switch Node | 5-Minute Materials [UE5]
My New Interaction Plugin [UE5 Mini DevLog]
Просмотров 38 тыс.8 месяцев назад
My New Interaction Plugin [UE5 Mini DevLog]
Material Functions | 5-Minute Materials [UE5]
Просмотров 11 тыс.8 месяцев назад
Material Functions | 5-Minute Materials [UE5]
Niagara Collisions | Niagara [UE5]
Просмотров 20 тыс.9 месяцев назад
Niagara Collisions | Niagara [UE5]
Light Functions | 5-Minute Materials [UE5]
Просмотров 14 тыс.11 месяцев назад
Light Functions | 5-Minute Materials [UE5]
Intro to Dynamic Lights in Unreal Engine [UE5]
Просмотров 19 тыс.Год назад
Intro to Dynamic Lights in Unreal Engine [UE5]
Material Parameter Collection | 5-Minute Materials [UE5]
Просмотров 21 тыс.Год назад
Material Parameter Collection | 5-Minute Materials [UE5]
Material Overlay - Everything You Need to Know - [UE5]
Просмотров 24 тыс.Год назад
Material Overlay - Everything You Need to Know - [UE5]
Runtime Vertex Paint || The Best Bang-for-Buck Plugin
Просмотров 15 тыс.Год назад
Runtime Vertex Paint || The Best Bang-for-Buck Plugin
Randomizing Audio with MetaSounds [UE5]
Просмотров 10 тыс.Год назад
Randomizing Audio with MetaSounds [UE5]
Pre-Skinned Nodes // Character Shader Must-Haves! | 5-Minute Materials [UE5]
Просмотров 12 тыс.Год назад
Pre-Skinned Nodes // Character Shader Must-Haves! | 5-Minute Materials [UE5]
Vertex Interpolator // Optimization Gigachad | 5-Minute Materials [UE5]
Просмотров 15 тыс.Год назад
Vertex Interpolator // Optimization Gigachad | 5-Minute Materials [UE5]
The Noise Node | 5-Minute Materials [UE5]
Просмотров 26 тыс.Год назад
The Noise Node | 5-Minute Materials [UE5]
Intro to MetaSounds in Unreal Engine! [New UE5 Series]
Просмотров 32 тыс.Год назад
Intro to MetaSounds in Unreal Engine! [New UE5 Series]
Weapon Trails using 2 Sockets [Unreal Engine]
Просмотров 27 тыс.Год назад
Weapon Trails using 2 Sockets [Unreal Engine]
BOTW-style Physics overhaul & Modular Inventory! [Prismatica DevLog #14]
Просмотров 14 тыс.Год назад
BOTW-style Physics overhaul & Modular Inventory! [Prismatica DevLog #14]
Intro to Vertex Colour [Unreal Engine]
Просмотров 31 тыс.Год назад
Intro to Vertex Colour [Unreal Engine]
Beginner's Guide to Ribbon Particles [Unreal Engine]
Просмотров 26 тыс.Год назад
Beginner's Guide to Ribbon Particles [Unreal Engine]
Physical Material Mask with 1 Material Slot [UE5 tutorial]
Просмотров 19 тыс.Год назад
Physical Material Mask with 1 Material Slot [UE5 tutorial]
Procedural weapons + Damage! [Prismatica DevLog #13.5]
Просмотров 20 тыс.2 года назад
Procedural weapons Damage! [Prismatica DevLog #13.5]
Excellent information and opinion. I agree with you entirely. I think that we'll see a lot of newer indie devs, or people with specific single-player projects, who use and package with this. I think for those of us who are making multiplayer games/are already into our projects, probably not for us. The idea is nice! But I mean, I do all of my animations from scratch in Blender because of optimization for my game with multiplayer. Reason being, just like you've mentioned, for each of my weapons, or at least genres, I need new animations. So I have crouch, walk, jog and run/sprint. Doesn't sound like a lot until you take into count forward, backward, strafe left, strafe right, diagonal left fwd, diagonal right fwd, diagonal left bwd, diagonal right bwd. Then take into count my aim offsets for the head/torso to follow the mouse in those states (additive). Now take into fact the items I animate the player holding: one handed weapon, one handed weapon with offhand, one handed weapon blocking and blocking with offhand, then two handed weapons, two handed weapons blocking, then bows, then crossbows. So just for my one handed weapons I have forward, backward, strafe left, strafe right, diagonal left, diagonal right, and those all in crouch, walk, jog, run/sprint. So 8x4=32. 32 animations for my one handed weapon. Hmmm, what about unarmed, with offhand, blocking, two handed, blocking, bow, crossbow...? I have 224 animations, roughly. Finally you add other states like jumping and swimming, as well as emotes, like sitting, waving, sleeping... You can get all of your animations for a humanoid rig up to 500 sure, but they will be more optimized and run better in a multiplayer game. If you were to take these 500 animations and then add weapons, etc. you're talking about thousands of animations. Crazy. I can't imagine using this. Does look beautiful though. Good luck with an open world map with structures, foliage, water, niagara effects, npc's and their pathing, weather, music, and keeping a good frame rate. Yikes! Sorry for the rant. Don't even get me started on AI assets.
can this fake fog for vr games?
damn my brain is melting what r u a shader god ?
oh no no, i love all your videos but this one should be removed HAHAH
Why??? Hahah
@@PrismaticaDev overall misinformation here and there. You don't have to use as much animations as shown in this sample to get stunning results. And all of these animations can also be used in blendspaces if one wish.
I don't think I've provided any misinformation - the video is titled "my thoughts" and I've never once claimed to be an expert in Unreal Engine, as I've only done Game Dev for 3 years. I wouldn't call it "stunning" results with less animations, from what I've seen it just seems to be on par with Blendspaces but with all the additional setup and data. Some of them can be used in Blendspaces, which is great, and the vaulting animations can make for great montages, but the vast majority are very niche (all the transition anims) which is fine, since it's a MM example project, but I think people had the idea that it would be more of a general locomotion library
Is it just me or did anyone else hear a weird haunted version of Fur Elise @ 10:24 ??
I felt educational entertained. ;D Thank you for helping out! :))
can the tool be released?
@@JieDu-yj2vd it will be included in Prismatiscape Plug-in which is already available :)
great video
thank you for this video - I used it for the basis of my games dash effect and i think it came out pretty nice!
Something I don't necessarily like about this is that smaller developers are "forced" to use this, which will cause a lot of games to feel the same. Obviously developers aren't actually forced to use this, don't get me wrong - but now, devs looking to create their own locomotion solution will be at a time disadvantage. Sometimes it's nice not to have an existing solution for something so important such as player animation, because that's how you get games with varying identities
How do i get the same background for the material view as you have ?
This tutorial is so helpful. Will there be an updated tutorial for UE5?
Hey there! It should work perfectly fine without any changes in UE5 (I still use it myself)
"a little bit fuky!!" prismatica dev 2024. lol brilliant channel my friend I have learnt alot from you!! keep up the good work!!!!
Which is more performant? This or Nanite displacement?
No matter what I do for some reason the animation plays on the whole body despite specifying the bone - and wont stop playing after I let go of the key. Im wondering if this method is compatible with lyra :(
Your guides are always just packed with valuable info and tips thanks
With max steps set 128 for example, would it be less expensive than the Nanite tessellation?
To be honest, I'm not a fan of the side running 3:06 to left or right ... it looks so unnatural, it only fits in a tennis game. :) Many games use the 8way run (not sure what's the correct term of the movement that was invented for Crash Bandicoot), that makes the motion matching almost useless.
"These animations are only useful for the thing they're meant to be used for" seems like an odd criticism.
it is amazing how much you know, time and time again i end up on your videos, thank you so much for taking the time to make these videos, much love ♥
I know answering complex questions like this in the comment section might not be possible but I'll give it a shot anyway if I can get pointed in the right direction: I have a character with physical animation. A weapon (skeletal mesh, tried also static mesh) is attached to the socket in the hand of the character. If I push on the character's hand, the sword follows the hand. If I push on the sword, it rotates in the hand correctly. What I need to happen now is - if I push the weapon, it should also influence the character's physics accordingly, and the hand should follow the weapon/ the weapon should push on the hand and move it. Thanks for this guide anyway 🙏
oh you decided to show up thanks
Damagemask tutorial when?
Yeah... I kind of feel like these techniques will all be replaced by Nanite in the not so distant future.
i think your moving stuff locally or something... my mesh does not blow in the direction of wind world space.. it blows in the direction the model is rotated... so if i rotate it like its fallen over tree... well its blowing up and down instead of side to side. Any idea how we can fix that?
What is BP_LivingBeing?
It's just my custom class, it's a child of the Character class.
darn... sadly it does not work in UE5, as you are no longer allowed to plugin the nodes you used in your tutorial because it says "material attributes not compatible with float".
Hey there! It still works - I think you're just plugging in a node from a "make material Attributes" into something that is expecting a float (or vice versa)
@@PrismaticaDev yep I figured it out, sorry. Now I'm working on getting the landscape to actually appear, right now I just have floating grass even though I did what you did, so I'm sure it's a material issue on my end
@@PrismaticaDev Completely fixed it and works like a charm. Issue was with the landscape materials. Thank you!
Wonderful video. How couldn't I know about this :(
Can you elaborate why you have mixed feelings about Nanite? Like a full blown video? From my tiny amount of experience [and a lot of reading] it seems like just almost always the best choice [apart from translucent stuff].
That's a great question! There are a couple of reasons, one being backwards compatibility and over-reliance on the tech, but the other reason is that it currently doesn't do -everything- (such as translucency, drawing to RVTs and using Vertex Paint) which would mean I'd be using both systems at the same time, and both systems would be running their overhead. Nanite seems to have a higher initial cost but scales much better compared to traditional geometry, so just using a little bit of Nanite is kinda a bit of a chugger
But can it walk down stairs or a slope or stand on a sphere without breaking its ankles.
Nope the neck will break as well
He Mentions someone called "ace roller" for POM explanation, does anyone have a link to that channel?
Look up acerola
Yeah I’m pretty sure I remember a video about it, or maybe I’m tripping. Plenty of resources on YT explaining it either way :)
acerola shell texturing
No I wouldn't. Use assets, just be smart, be consistent with your style. Make it your own and make it make sense.
Потрясающий урок дающий новый уровень восприятия обычных вещей ❤
Currently working on an RTS game (top down camera with a 40-60% angle like Prismatica plugin demo)- 1) will POM fit great here? since the camera never going to a shallow angle near the floor this type of effect will probably never break 2) POM vs WPO- which one is better for performance?
For a top down, BumpOffset might be enough. But POM with a low step count could also be fine. WPO would require a very dense mesh to get the same effect, but with Nanite tessellation it would be doable. I’d say the order of performance would be BumpOffset - WPO - POM
Luv u Prizzyyyy
how does it compare to build in displacement?
I’ll have to look specifically, but I believe Nanite displacement would be cheaper in most cases (?)
this video is so good, how would you think going around using parallax for a cubemap of a room inside a window for example? btw the bump way of doing it I really appreciate that you discuss it because I might use it in VR eventually as it is quite cheap
Parallax for cubemap? Dont break my brain pls.
Oh Lordy that’s a spicy one haha. I know they do some parallaxing Cubemaps in GTA or Spider-Man or something, there might be some explanations on RUclips already but maybe not specifically for UE5
@@PrismaticaDev They do with spiderman, already
There is a built-in material function for fake interior rooms if I remember correctly. Also there are RUclips tutorials, maybe for UE4, but it doesn't matter in this case.
5/5 yeets
motion matching eats, voxel eats, niagara eats, lumen eats, Ai eats, high res texture eats, 3d models eats and now this. i get the feeling that UE is just for yt videos :D edit: dont forget particles, shader and a project above tutorial hell
Nah, you just have to choose what better fits in your project, if you want to use all of it, then of course it will be expensive, it is high-end technology.
Your doing it wrong then. Also it's not 2005 look at how powerful actual modern systems are
The best way to get the highest FPS possible is to delete absolutely everything from your scene. This goes for any engine or 3D program
@@PrismaticaDevlove that 😂
Pro Tip: If you use TAA or TSR you can annihilate the stepping effect with a Dither, you'll be able to keep your Max Steps to extremely low values while still looking good It's way better if you use a Blue Noise Dither too instead of the stock one The Steps can be optimized based on distance too from the camera, been suffering a lot in making this work since we're using POM on our Landscape, a lot of Optimizations and little tricks, especially in blending the different layers If you use PDO I'd suggest turning off Contact Shadows too, those are the ones that most of the times make it look all glitchy and stuff Wanted to share pictures of the setup but YT doesn't seem to like imgur links and removed my comments 2 times already So if anyone is interested in any of this, can maybe share the raw code
Bangin’ advice. I’ve used dithering with BumpOffset before to get a sort of ‘blurred vertical lines’ effect for an Ice shader before but didn’t think of using it in POM. That’s a good point about the distance optimisation - since the Custom node is actually doing loops based on the step amount input, changing it at runtime/based on a gradient would actually make it execute less code, unlike ‘hiding’ something with a Lerp.
This sounds really really cool, could you perhaps upload it as a video on YT?
@@IstyManame I can surely make one, but out of respect for Prismatica will only post the link if he's fine with it :)
@@IstyManame Just posted a video followup, production value is 0 tho, not very good at this and recorded all at 5-6 AM, probs set the video a 1.25x speed for sanity sake :p Making it came to mind this too: If you use POM you wanna make sure to use a lower resolution Texture for the Displacement since the resolution influences the amount of Samples, and you want to filter it Bi-Linearly instead of Anisotropically, this is one of the biggest performance improvements with it Some other fixes regarding velocity too included in it to make it all work
Thanks a lot Prismatica for the video, very helpful! Just a question : is it possible to create a vertex paint material with the parallax occlusion combined?
5:15
@@Skyflairl2p oh thanks a lot man!
Sure is! I forgot to film some b-roll footage of it unfortunately. I’ll mention it in the Parallax Decals video I’m editing as a comparison which should be posted on Tuesday :)
Great Video.. Thank you
goated node (joe many)
5-Minute Materials is back, thanks! I learn a lot about materials from your videos
Be merciful and make more tutorials
New 5MM let's go!!
UE 5.3 when i put opacity no matter what color I use in base color it always show black. anyone with the same problem?
Hi, agreed on the 500 animations remark, am having the same exact thought. The AnimBP values aren't ThreadSafe, possibly one reason why your FPS hit below 30? Also, someone did a comparison between 50 ALS and 50 GASP (Game Animation Sample Project) characters and concluded that GASP, in terms of performance wise, is better than ALS. So I'm guessing the second reason is PC specs? On my end, I have RTX 3800ti and only in GASP I keep getting the "streaming pool size" error. Eitherway, GASP isn't complete (as decribed in the Read Me found on the map), so yeah. ✌
Hey hey! I think the comparison between ALS and the MM example is a bit flawed, since ALS itself runs a lot of extra BP code on the character compared to the MM example character and is usually regarded as quite unoptimized when used at scale. The reason I did my quick test the way I did is that both Characters were the exact same, so they had the same BP and SK mesh overhead and so only the AnimBP was changed. Also keep in mind I was streaming to RUclips and Twitch and also recording at 2k resolution during the tests haha but that shouldn't have made much difference as it was the same in both scenarios.
@@PrismaticaDev Ah ok. Yeah, I completely forgotten about the streaming part. 😅
"Imagine getting closed lined by this fella" great sense of humor :D
Thank you for this, I now have Hatchet swinging blended by bone with motion matching :D
With sprinting don't you just speed up the animating and its been tested, animbps chug more motion matching is very performant unless you have a custom way to calculate animations