Vertex Normal WS Node | 5-Minute Materials [UE4]

  Рет қаралды 58,254

PrismaticaDev

PrismaticaDev

Күн бұрын

This episode of 5-Minute Materials we look at the Vertex Normal WS Node - one of my personal favourites since it has such great applications in level/environment design.
This is a very quick introduction to this node and the more common methods of using it - I'll be creating videos on the same nodes every so often with new use cases to explore :)
Shout out to our very first Patreon member 'YourSandbox' who makes amazing tutorials as well as being an extremely active and helpful member of our Discord Channel. You can check out his channel here:
/ @yoursandbox
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Discord: / discord
KZfaq: / prismaticadev
Twitch: / prismaticadev
Patreon: / prismaticadev
Twitter: / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)

Пікірлер: 114
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Which node would you like to see covered next?? Let me know below!
@Aethelvlad
@Aethelvlad 3 жыл бұрын
DitherTemporalAA is an amazing node for cheapening transparency, plus i love the aesthetic of it
@etchasketch222
@etchasketch222 3 жыл бұрын
Hey dude, I get behind these tutorials, will be solid. My constructive criticism is to get to the point right away. It get's the most respect, especially if they are super informative in a very short time. Show the final product first, then how you did it. This sounds bad, but no one cares who you are, what you look like, what happened to you lately. Why do I say that? As someone who's worked with software for the last few years, there are times when I have to come back to a tutorial because I forgot how to do something. Or I tried to figure it out on my own and got pissed that I couldn't figure it out. So when I hit up the tutorials because; A) I tried to figure it out on my own but couldn't so I'm a bit pissed/embarrassed that I have to watch a tutorial because I wasn't clever enough, so I'm coming in with the "yeah yeah, get to the point" attitude. B) It's something new and cool to learn, but I've also cross referenced your tutorial with another just to see if your way is the best most efficient way, and that dude has a intro, yours has a intro, the dude after you will have a intro. Like Mat Weinstein's "Hello, this is a tutorial for x" and he has a kid saying "Tomato" in it somewhere too. That's valuable viewer time I don't need to waist. I see what it is about in the title description. C) Some KZfaqrs love to go on at the start of the video about how they look, the weather, why they are late/slow at uploading etc. Then they ask for a subscription before I even seen the content which is ass backwards. As a viewer, I don't care, I didn't come here for your personal stuff, I might not subscribe at all. I came here for the tutorial, so move out of the way and get to it. If you have good valuable content in which I learned from, then sure, I'll sub. Also, I might watch this tutorial a year from now, and it's summer when you're talking about winter. It just takes up viewer retention. I say this as a guy who spent hours upon hours in tutorials and will continue to do so (as anyone should grow their skillset). We need people like you who are willing to make awesome tutorials about materials. Mat's are my weakest point. Same with Niagara effects. But please, for the love of god be informative and quick. And explain WHY you use a node like "we use a scalar parameter so we can adjust it in our Mat instance. And we use a mat instance so it uses less resources and is scalable etc. Looking forward to seeing what you make man. The world needs solid cool material tutorials. I just learned about using depth and stencils and post process effects. Mat's can be powerful.
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
​@@etchasketch222 hey there my dude! I understand completely about people that don't get to the point - this is why in this video we get started within 15 seconds. An introduction is 100% necessary as it tells the viewer what they're about to experience, the nature of the video and also gives them an incentive to Subscribe to the channel if they want to see more in the future. In these videos there is no final product - it's a discussion about the applications of a Node in the material graph and the possible use cases of the node, rather than "How to XYZ". Give a man a fish Vs. Teach a man to fish. I also do make a note of explaining why we use each node in my other tutorials, although I'm going to do a video about basic Math nodes soon (Add, Sub, Mult and Div) which I can redirect people to if they're unfamiliar about why I'm Multiplying something in order to Mask it. Hope you're enjoying the content! :)
@dwaynarang500
@dwaynarang500 3 жыл бұрын
Great vid. haha @etchasketch222. Use your left and right arrow keys to skip through the vid if you can't stand someone saying their name at the beginning of a video they made. I get annoyed by people pausing for long periods during the tutorial but use your first minute and a half to introduce yourself and even pitch some sponsors for all I care. As far as a next video, I would love to see something about "material attributes", or however Quixel's textures are setup. Relatedly, are you able to use material instances inside of a landscape texture? If so, that's also something i'd like to see. Good work so far, look forward to seeing more of your work.
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
@@dwaynarang500 you're unable to use an Instance inside a Landscape, but you can set up a Material Function as a 'proxy instance' and then shoot that into the Landscape Blend. I'll definitely do a longer video about landscapes at some point :)
@emmlenius4167
@emmlenius4167 3 жыл бұрын
interesting I just found your channel and my knowledge increases as my sleep decreases.
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Haha I also stay up too late watching UE4 videos :P
@MichaelSeguraBaritone
@MichaelSeguraBaritone 3 жыл бұрын
The wind effect on the rock actually made it look a little bit like the extreme heat effect you see in volcanic areas. When the heat waves seem to bend the visual of the object.
@BlackVulpes
@BlackVulpes 2 жыл бұрын
Holy shit this entire channel is an under rated gold mine! Im learning more in minutes than I have in hours of googling and struggling on my own! You're a real hero for all of this.
@vera4176
@vera4176 Жыл бұрын
Your channel has helped me from being such a noob and getting frustrated every time I open the material editor (or just unreal in general) to actually being able to have fun with it and creating things on my own rather than just following along with a complex tutorial. Thanks so much!
@polyvoxelgon
@polyvoxelgon Жыл бұрын
Just hear to be another voice of "THANK YOU SO MUCH" and "Your content is exactly what I need". Seriously, thank you 🙂
@yohatch
@yohatch 3 жыл бұрын
You'd get a sub just for that blueprint my bro, let alone for the rest of the content. Thank you, you're a hero.
@AshbeeGaming
@AshbeeGaming 3 жыл бұрын
Slowly but surely things are starting to make sense thanks to your videos 🙏
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Cheers Ashbee! Glad you're finding it all helpful :)
@Mad_Mom
@Mad_Mom Жыл бұрын
I was having a hard time with these nodes, but you made them so interesting.
@mikelandjelos
@mikelandjelos 2 жыл бұрын
This is the best channel about nodes in Unreal. Thanks !!!
@PrismaticaDev
@PrismaticaDev 2 жыл бұрын
Very glad to hear that :') Thanks a tonne Dusan!
@murnoth
@murnoth 2 жыл бұрын
Thanks dude, your content is Super helpful! Love the conditional at the end too
@senpaisplash
@senpaisplash Жыл бұрын
this guy is a whole game studio by himself. fr you inspire the crap outta me
@prithviabilash7713
@prithviabilash7713 2 жыл бұрын
This channel deserves more subscribers ! Becoming one now, myself.
@pretendpumpkin
@pretendpumpkin 3 жыл бұрын
i love how clear your explanations are!!
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
I'm glad you think so! I always feel like I'm rambling on and on hahaha. Luckily I can edit 30 minutes of footage into ~5 minute videos.
@YourSandbox
@YourSandbox 3 жыл бұрын
Fabulous as always. This man knows what he does
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Not as knowledgeable as you but I'll get there one day!
@StevenDiLeo
@StevenDiLeo Жыл бұрын
Another fantastic video with great examples, thank you!
@Rezgi
@Rezgi 3 жыл бұрын
Really hyped for this new series ! Keep it up ! I'd love to see how you achieved the explosion effect by using a mesh, it's a very interesting concept !
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Cheers mate! I might do a little walk-through of my explosion material in a future video once I've ironed out a few kinks haha
@Rezgi
@Rezgi 3 жыл бұрын
@@PrismaticaDev Would be wonderful ! Thanks !
@galafik1718
@galafik1718 3 жыл бұрын
This was a fantastic explanation. Thank you for the informative content!
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Cheers Gal! Glad you learned something :)
@michaelarby
@michaelarby 4 ай бұрын
great wee series of videos - this is a great way of doing the moss on top. i had been using the worldalignblend node method but could never work out how to get the values to do what I wanted - might try this instead. loved the heartbeat example too!
@RmaNYouTube
@RmaNYouTube Жыл бұрын
6:22 the Blueprint @ the end for subscription was so hilarious that I Chuckled & Laughed while watching it in my workplace 🤦‍♂😂😆
@insipidcrate3815
@insipidcrate3815 3 жыл бұрын
"The reason that is so colorful is because." - Inspiring Quotes by Charlie
@furansu4432
@furansu4432 Ай бұрын
Thank you, please make more example for WS node
@sarahl6011
@sarahl6011 2 жыл бұрын
great tutorial! I combined the WPO technique with the wind to make a great underwater algae base!
@carlrotebrink
@carlrotebrink Жыл бұрын
Charlie, you're awesome. Thanks so much.
@Sauroctone
@Sauroctone 2 жыл бұрын
So clear, I love that. Thanks
@meekigames4246
@meekigames4246 3 жыл бұрын
Great tutorial - I also love this node!
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Cheers mate! It's a ripper, that's for sure.
@yanofumo535
@yanofumo535 3 жыл бұрын
I think this format is great and wil be very useful for me, especially because I come from blender nodes, and some nodes don't work exactly the same (other than the math nodes) so I get to struggle when I want to have some node based logic on the textures from one software to the other. Thanks a lot!
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
That's great to hear! I wish there was a global standard for material nodes haha. I have a few other tutorials on my channel that you might find handy if you're getting in to UE4 - particularly about Runtime Virtual Textures which I'm not sure are used in Blender
@vincenzoarnone7406
@vincenzoarnone7406 3 жыл бұрын
Wow! Thank you! You deserve tons of subs.
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Thanks Vincenzo :) Make sure to share with a friend!
@Fokkusu
@Fokkusu 3 жыл бұрын
Super interesting, thanks :D, love the series already and this is the 1st!
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Haha thank you Alejandro! Hope you're looking forward to the next one :P
@Fokkusu
@Fokkusu 3 жыл бұрын
@@PrismaticaDev 100% ♥
@Unyverses
@Unyverses Жыл бұрын
Once again super helpful
@Aethelvlad
@Aethelvlad 3 жыл бұрын
Great tutorial, I use this on some photoscan meshes to control my dither blending with my ground (to exclude the top of the mesh)
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Very smart! Getting things to blend with the terrain can be hard at times - dithering sounds like a very cheap way to do it!
@ryansenger408
@ryansenger408 Жыл бұрын
Bloody Brilliant.
@UniversityOfBlue
@UniversityOfBlue Жыл бұрын
these are the best vids man
@creatiffshik
@creatiffshik 4 ай бұрын
Australia EMF safety regulations create a substrate for art to flourish! hank you for grate tutorials. Im 7+ yrs in UE and yet watch your awesome stuff sometimes! hank you for community contribution
@denizyldr5372
@denizyldr5372 Жыл бұрын
Great tut,
@sayanbiswas7364
@sayanbiswas7364 3 жыл бұрын
Beautiful. Instant subscribe.
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
You're beautiful! Thanks :)
@ooooolk
@ooooolk 3 жыл бұрын
haha this is by far the best way to ask to like and subscribe! also great series, keep it up :D
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Haha looking back at this, I hope people didn't feel threatened by the "Destroy actor" node :P
@ooooolk
@ooooolk 3 жыл бұрын
@@PrismaticaDev Hey Philip DeFranco used to start every show by "threatening people" to punch them in the throat :D you're good.
@PrabhjotSingh_
@PrabhjotSingh_ 2 жыл бұрын
Thanks man i was looking for these for so long but people make tutorial only like " let make x material" they don't explain
@PrismaticaDev
@PrismaticaDev 2 жыл бұрын
Really glad you're finding them helpful :)
@svnayak3849
@svnayak3849 3 жыл бұрын
extremely helpful!
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Glad to hear it! :)
@dandy445
@dandy445 2 жыл бұрын
Hey All. If you wanna use the vertex normal for World Position offset, you need to multiply by a V3 instead of using component mask. For some reason, in ue5, my B channel component mask did not yield a z offset, but a combination of xyz offset when multiplied and plugged into WPO. So, I just multiplied the vertexnormalWS node by a 0,0,1 vector to get the z vector that way.
@deebee5378
@deebee5378 10 ай бұрын
I really appreciate your tutorials. Sometimes it's hard to follow because of how little screenspace you give the material graph compared to everything else. It's hard to see how the nodes are all connected when it's cropped so much. The preview window really doesn't need to be that big to demonstrate the effect
@gilserranito951
@gilserranito951 2 жыл бұрын
I was just gona watch the vids and move on But those last nodes... they me told to... i didnt want- HE DID NODES! I HAD TO FOLLOW THE CODE!
@dest8065
@dest8065 3 жыл бұрын
AHAHAHAH LITERALLY NEEDED THIS WHAT THE HELL THANK YOU
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Haha sounds like I picked a perfect node for the first episode then!
@Bazinga73904
@Bazinga73904 3 жыл бұрын
That explosion effect was so clever
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Haha I felt like a hugebrain when I made it on stream!
@danieles6684
@danieles6684 2 жыл бұрын
@@PrismaticaDev Do you have a link? I'm trying to wrap my head around how you would have a discrete "animation period" for something like this rather than just a looping sine wave.
@KotatsuStudioBR
@KotatsuStudioBR 10 ай бұрын
I unfortunately don't have a computer right now to test this materials, but with your information, theoretically, i could make a waterfall, which, if i am not using the default UE water plugin and using a mesh, i can make the textures wobble and deform as it gets vertical
@PrismaticaDev
@PrismaticaDev 10 ай бұрын
yep, you could also make it foamy!
@alessioalonne4333
@alessioalonne4333 Жыл бұрын
This blueprint gonna like and unlike every tick your beautiful channel.
@Baleur
@Baleur Жыл бұрын
1:10 not even 2 minutes in and im already getting "ahaa" moments of how this could be useful. Excellent. I know this sounds extremely noobish, but....... Would you consider doing a similar "5 minute nodes" series for Blueprint nodes? One thing i hate with most tutorials is that nobody bothers to explain WHAT a node does and WHY its being used. It also doesnt help that 80% of the nodes in UE are NOT named what you'd expect. Switch = FlipFlop (because thats an easy thing to guess, flipflop). IF, THEN / TrueFalse = Branch And dont even get me started on "Cast To", which i thought meant that you sent a signal TO said object (since its called, cast TO), while in reality it seems to be used as an conditional "If true" statement. AND of course as in this video... "Saturate", which has nothing to do with Saturation, but is actually a Clamp....... I mean ive fallen in love with Unreal Engine 5, but jesus christ would it kill them to name things logically? Flip Flop.........
@federicozurani
@federicozurani Ай бұрын
Great video! Please more normal content ahaah
@tylerwomble3005
@tylerwomble3005 Жыл бұрын
I wish I had the mathematic skills to understand what it is you are actually multiplying to achieve these effects
@PrismaticaDev
@PrismaticaDev Жыл бұрын
Check out my shader math video, hopefully it will explain things :)
@parkerhartzler
@parkerhartzler 2 жыл бұрын
going to use this for a nasty glowing alien flesh
@shmuelisrl
@shmuelisrl 2 жыл бұрын
I'm coming from blender to ue5 and I do a lot of procedural materials and stuff and I'm trying to figure out the unreal materials node but I can't find a node that can snap to a value we have a node called snap in blender basically let's say you Have the X gradient of the uv (the texture coordinate) you can snap to any value you type in and it'll be a solid color every ___ (number you specify) so a gradient from 1 to 5 and snapped to 1 you'll have 5 solid colors. if you know how to do this in ue please let me know.
@PrismaticaDev
@PrismaticaDev 2 жыл бұрын
Hey hey! Sure do - Multiply by X, Floor, Divide by X-1. X is the number of bands you’d like to create :)
@kuunami
@kuunami Жыл бұрын
I'm having trouble understanding why the multiply node controls softness but the add node controls offset.
@PrismaticaDev
@PrismaticaDev Жыл бұрын
Hey! Check out my material math video here and you should get a better understanding :) kzfaq.info/get/bejne/f7uKZMip3tGamKs.html
@kuunami
@kuunami Жыл бұрын
@@PrismaticaDev Thanks! That cleared up a lot for me.
@red4666
@red4666 Жыл бұрын
how do i get vertexnormalWS to not split polygons when i push them out using WPO? currently it's splitting me meshes into pieces.
@PrismaticaDev
@PrismaticaDev Жыл бұрын
You’ll need to edit your mesh to have smoothed shading - sharps will be split in to seperate verts
@protophase
@protophase 7 ай бұрын
If I want to add this to my trees WITHOUT height maps, what node can I use for that?
@PrismaticaDev
@PrismaticaDev 7 ай бұрын
I’m not exactly sure what you mean - could you explain a bit more?
@protophase
@protophase 7 ай бұрын
@@PrismaticaDev Okay, so I am making a game with a retro aesthetic in mind. Which means no normal maps. Right now I am trying to figure out how I can blend a snow texture on top of my leaves texture. So I want to blend a 2d snow texture with a 2d leaves texture and combine the alpha channels together by using the vertex normal node. I don't know how I shall do this, since I need the alpha mask from the leaves texture to keep them transparent I guess I also need the alpha channel from the snow to blend in with the texture before the final output.
@PrismaticaDev
@PrismaticaDev 7 ай бұрын
@@protophase Ah, gotcha! So you'd want to be doing a HeightLerp (I have a video about it) using the Vertex Normals as the Transition Phase. However, depending on the tree type you could possibly use the UV coordinates at the transition phase instead (would work well with pines) If you happen to catch one of my livestreams I'd be happy to show you an example there :)
@protophase
@protophase 7 ай бұрын
@@PrismaticaDev I appreciate the response man, I've been looking everywhere for help on this. I'm not an expert at Unreal Engine but I will take a look at your Heightlerp video and see what I can do. The tree that I am currently making is a european spruce/ fir tree that I made in treeit using a trunk as base and leaves turned downwards. I'll try and catch your livestreams aswell!
@protophase
@protophase 7 ай бұрын
Holy shit, this is more what I am looking for. I took the alpha from my texture straight to the opacity, ran the RGB through the HeightLerp - "Height Texture" and the vertex normal -> Mask(B) -> Multiply as the transition phase. But my question now is, can I invert the value of the VertexNormals? Because now the snow comes from inwards -> outwards instead of the opposite. Can I also somehow connect a noise as to not make the transition a full gradient but more of a pattern?
@HalleckArts
@HalleckArts 2 жыл бұрын
I love you
@albertomercado9807
@albertomercado9807 4 ай бұрын
how heavy is the shader complexity of this kind of materials?
@PrismaticaDev
@PrismaticaDev 4 ай бұрын
Super cheap - the Vertex Normals are already getting sampled anyway so they're readily available without any noticeable additional cost :)
@albertomercado9807
@albertomercado9807 4 ай бұрын
Man I was struggling a lot to create cool materials in UE, this guide is awesome, thanks a lot! @@PrismaticaDev
@rein556
@rein556 2 жыл бұрын
2:17 umm, what's the difference between a saturate and a clamp node?
@PrismaticaDev
@PrismaticaDev 2 жыл бұрын
Saturate is just a clamp from 0-1, but is free for the GPU to compute. I'm guessing a static 0-1 Clamp would be compiled as a Saturate anyway
@rein556
@rein556 2 жыл бұрын
@@PrismaticaDev oh ok, got it, Thanks
@rexx4K_
@rexx4K_ 3 жыл бұрын
Prismatic when will your game be out?
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Hey Rexx! We won't have a playable demo for at least 6 months I think. You can stay up to date in our Discord though :)
@christuusgnosis
@christuusgnosis 2 жыл бұрын
This node really makes a quest janky In pcvr I use it everywhere but wind and foliage and vnws just kill the quest framerate idk if foliage can actually move on a quest its got so many uses
@avrahamrosenberg2905
@avrahamrosenberg2905 Жыл бұрын
can i learn this for ue5?
@PrismaticaDev
@PrismaticaDev Жыл бұрын
Yes :) UE4 and UE5 are exactly the same
@avrahamrosenberg2905
@avrahamrosenberg2905 Жыл бұрын
@@PrismaticaDev wow ok thx
@bobcharlotte8724
@bobcharlotte8724 3 жыл бұрын
You said "doodle" hehe...
@SkSafowan
@SkSafowan Жыл бұрын
My PC isn't powerful enough to run UE5 Will there be any problem if I learn it with UE4 ?
@montather9770
@montather9770 Жыл бұрын
😥😥💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖
@JavadRezaii
@JavadRezaii 24 күн бұрын
How can I destroy actor on KZfaq, if I found this video not Entertaining and Educational ? 😁
@junewaddington3367
@junewaddington3367 3 жыл бұрын
I think it's very frustrating to watch this video, from the perspective of someone trying to learn. You're way too hyper, clicking around the different nodes, and don't really give people a chance to see how you're configuring each. For example, when you first create the Mask and other nodes near the beginning of the video, you click around it too quickly and eventually it's not clear how you configured each of them. Frustrating, because otherwise the overall techniques you're applying would be interesting.
@PrismaticaDev
@PrismaticaDev 3 жыл бұрын
Sorry to hear that June! I don't script any of my videos so they are very run-and-gun, which is also how I am in life haha. If you're looking for some slower paced creators, I highly recommend Mathew Wadstein's channel, as well as Your Sandbox and Ryan Laley.
@danieles6684
@danieles6684 2 жыл бұрын
@@PrismaticaDev For what it's worth this was basically perfectly paced for me (and I'm a beginner / intermediate). The only thing missing was wanting to know more about that fancy explosion mesh!
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