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    #31
    you can also select the whole graph copy and paste into a text editor... I think that works even with the Material Functions w/o going into the sub graph.
    www.youtube.com/user/destruct007

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      #32
      Originally posted by daveSchoneveld View Post
      you can also select the whole graph copy and paste into a text editor... I think that works even with the Material Functions w/o going into the sub graph.
      I will try it this weekend
      MizuGames.com | [FREE] My Hair material | My Twitter

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        #33
        Great looking material, good job! And thanks for giving it away for free =)

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          #34
          A friend and I have both recreated this material following the pictures and neither of us can get the gradient to produce any more than a solid color. The preview in your image shows a gradient, but ours is just solid white. As far as we can tell everything is as identical as it can possibly be. Also, in my preview, the shine isn't anywhere near as high quality as your preview is, while my friend is on a 4850 and sees no shine at all.

          I tried to create a clone of your settings minus color (since gradient's aren't working) and as you can see, between your preview and mine the light shading is entirely different.

          http://i.imgur.com/WleGuqt.png

          Also, I don't know what values or information the MPC_SunDirection is supposed to contain. I am still very new to materials, so the lack of clarification in this area leads me to consider that may be a cause of some problems we are having.

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            #35
            I recreated this yesterday and it is in fact awesome...Thank so much for sharing.....
            Last edited by President; 03-20-2015, 08:59 PM.

            Streams: www.Twitch.tv/BlinkTheory
            Patreon: www.Patreon.com/BlinkTheory

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              #36
              Originally posted by Raphael Baldi View Post
              As the light calculation is now deferred (and not forward like some other engines) we don't have a way to determine the light direction from the material anymore (https://docs.unrealengine.com/latest...ml#lightvector). Keeping that in mind we have to provide an artificial light direction vector to the material. In this case, MiDaEm used a material parameter collection to share the information with all materials that need to access it.

              You can find more about Material Parameter Collection @ https://docs.unrealengine.com/latest...ons/index.html
              MPC_SunDirection contains LightVector as Raphael Baldi said in his post

              Give me 10 minutes and I will post a little "how to" tutorial

              Could you make a screenshot of your material and your MF_ColorGradient to see what is wrong?

              I used a Highlight mask to control the Highlight 1 in my screen capture "HairInstance.png", this is the reason why my highlight seems different.

              Your highlight is higher than mine because MPC_SunDirection is empty and by default is 0,0,0
              MizuGames.com | [FREE] My Hair material | My Twitter

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                #37
                So much awesome.... just so much awesome!

                Thank you!

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                  #38
                  [Mini Tutorial] How to setup "LightVector" with Material Parameter Collection "MPC_SunDirection"

                  - Create a New Parameter Collection




                  - Rename to MPC_SunDirection

                  - Add a new Vector Parameter

                  - Change Parameter Name to "LightDirection"


                  - Create a New Blueprint Actor, call it "LightVectorControl"

                  - Edit the blueprint

                  - Go to Construction Script Tab

                  - Create two new variables

                  1- "Refresh" type Boolean and Editable
                  2- "SunLight" type Directional Light and Editable





                  Now drag and drop "Refresh" and "SunLight" variables to center area and GET it

                  Replicate this screen



                  Compile and close blueprint

                  Drag and drop the blueprint to your scene

                  Select your blueprint

                  In the "Details" tab set the Sun Light combo to your Sun Light

                  If you change your Sun rotation remember click on Refresh button of your blueprint to refresh the "LightVector" on your material



                  And thats all folks!

                  I hope it helps
                  Last edited by MizuGames; 04-07-2017, 02:10 AM.
                  MizuGames.com | [FREE] My Hair material | My Twitter

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                    #39
                    Originally posted by President View Post
                    I recreated this yesterday and it is in fact awesome...Thank so much for sharing.....
                    Screenshot or it didn't happen!

                    Originally posted by Nexomnix View Post
                    So much awesome.... just so much awesome!

                    Thank you!
                    MizuGames.com | [FREE] My Hair material | My Twitter

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                      #40
                      Originally posted by President View Post
                      The sun direction thing is a Material Parameter Collection... post # 13 on this page should explain it... an easy way to set that up is go to any of your levels and set the default Numbers to your Sun Light location...that should get that going...
                      Okay, I thought that might have been what it was but I wanted to be certain.


                      Originally posted by MiDaEm View Post
                      MPC_SunDirection contains LightVector as Raphael Baldi said in his post

                      Give me 10 minutes and I will post a little "how to" tutorial
                      That would be great! (edit - I see you posted while I was making my images - awesome! Thanks )

                      Could you make a screenshot of your material and your MF_ColorGradient to see what is wrong?
                      My nodes aren't as prettily arranged as yours yet, but hopefully it should be readable.

                      The Gradient - https://i.imgur.com/UYZpB7K.png

                      Main material. I don't know how you managed to splice it together so perfectly. As you might guess, graphics are not my forte... - https://i.imgur.com/VGcoMaM.png

                      I used a Highlight mask to control the Highlight 1 in my screen capture "HairInstance.png", this is the reason why my highlight seems different.
                      That makes sense. Most of this is way too advanced for me but I did notice you were using a different mask but I wasn't sure how big of an impact it was making.

                      Appreciate the time you took in making this/helping out.

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                        #41
                        I can't see any wrong in your Gradient Function, if you right click in the Output Gradient node and select "Start Previewing Node" can you see the gradient?

                        This is the material without mask, it is like yours

                        MizuGames.com | [FREE] My Hair material | My Twitter

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                          #42
                          I am actually seeing the gradient in the instance... but the preview in the material has no gradient like yours does. Well, whatever. Not going to complain. I guess all is working now that I understand more of what's going on. Thanks again. :3

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                            #43
                            Originally posted by MiDaEm View Post
                            Screenshot or it didn't happen!
                            Old on the left...silky smooth on the right....
                            Click image for larger version

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                            it's set up right now for "3rd person hack slash" distance so it does not look so great up close...I'll likely dynamically change the variables based on camera distance in the future...

                            Thanks again...

                            Streams: www.Twitch.tv/BlinkTheory
                            Patreon: www.Patreon.com/BlinkTheory

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                              #44
                              I finally got to copy the material on the editor and after saving a few times I closed the editor and then it was gone.

                              dammit.

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                                #45
                                This is awesome! Thank you

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