#Old rain drip shader tutorial that I can't seem to follow correctly

1 messages · Page 1 of 1 (latest)

silent moss
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I'm trying my best but I just can't get my results to look anything like this tutorial. It uses a lot of old unity things back from like 2019 but I really want it to still be possible.

https://www.youtube.com/watch?v=9JkG-orTQO8

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In this week's tutorial we're going back to rain again, only this time it's water drops running down the surface of an object, pretty cool effect for windows, walls, props and almost anything really.

I make this one using a part...

▶ Play video
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Here's my poor results:

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horrendously ugly

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Anyway, so many things that he does easily just don't work for me

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smoothness doesn't look breathtaking like his does it looks like crap and has like 0 speculer reflections

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I can't tile it because the render texture doesn't wrap for whatever reason

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ignoring my other complaints there are 2 major problems

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  1. There is no smoothness for only the raindrops and not the rest of the object no matter what I do it hates me
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  1. the rain falls up on one face of the cube and down on most of the others
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I literally don't know what to do about that at all

stone gate
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And also how good smoothness and other material properties looks depends a lot on your scene's ambient lighting and reflections
So to check what you can expect, I would create a few spheres with different materials next to the cube, at least one that's fully smooth and metallic and another that's fully rough and nonmetallic, both with a white color

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That will tell you if there's a mismatch or some other type of error between specular and diffuse lighting of your scene

silent moss
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I upped the metallic-ness of the raindrops and it seems to be ok now

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My raindrop pattern leaves much to be desired but I fixed the smoothness and wrapping issues

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I found that render textures have a wrap setting that I didn't know about and that fixed that

stone gate
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If your shader outputs a PBR lit material, everything is subject to smoothness

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Smoothness and metallicness are arbitrary values that determine how diffuse and specular light are reflected

silent moss
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It's black and white so the white areas recieve the smoothness and the rest does not or gets less

stone gate
silent moss
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The absence of smoothness being roughness and not simply the absence of smoothness doesn't change anything I said it's just semantics

stone gate
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Metallicness affects the same calculation in its own way

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High metallic and high smoothness removes even more of diffuse light
Low metallic and high smoothness reflects specular but additionally more diffuse

silent moss
stone gate
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I still see some potential issues with environmental specular and diffuse lighting not matching
As if your scene's ambient is darker than the sky, and scene's reflections are black or nearly black
But cannot say more without providing the information I asked for

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As it's hard to guess with limited information

silent moss
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I'm not currently at my pc atm but I can grab an image of some different materials with the shader at some point later

stone gate
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You can change the appearance in one way or another by tweaking the material values, but you could be fixing the wrong issue
Your materials can only reflect what light there is in your environment

silent moss
stone gate
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What's rendered on the reflection probe, and what is the scene's ambient light source are what make the difference
(And what is the scene's reflection source for objects outside of the reflection probe's range, and if the scene lighting has been generated, if those come up as issues)

silent moss
stone gate
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Also worth to note that metallicness is specific to rendering of metals for example in the way that it makes reflections be tinted by base color
That doesn't make sense for a layer of water
But unfortunately the PBR model alone isn't really set up to accomodate a water layer

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So using some metallicness, while physically and quickly visually incorrect, may be a better compromise than using none at all