Water Waves Material in UE5 Tutorial | Download Files
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Water Waves Material in UE5 Tutorial | Download Files
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Hey guys, I’m Ashif Ali, and you’re watching CGHOW. In today’s video, I’ll show you how to create this water waves effect using just materials—no Niagara involved. I’ll walk you through the process step-by-step, starting from scratch so you can learn it better. If you haven’t subscribed yet, make sure to hit the subscribe button, like, share, and comment if you enjoy this video. And don’t forget to follow me on Twitter; my handle is listed below. Let’s dive into this tutorial!”
Main Content:
“First, before we get started, make sure to subscribe to my YouTube channel and click on the bell icon so you won’t miss any future tutorials.
I found the reference for this effect on Siege.com. I’ll only be focusing on creating the upper wave layer in the material, not the full effect. This will be a material-based tutorial, so no Niagara is used.
To get started, I’ll use a slightly higher poly planar mesh since I need a lot of vertices to distort. Since tessellation is removed in UE5, I’ll have to use a high-poly mesh from Maya. Here’s how I’ll set it up in Maya:
I’ll export this mesh and import it into Unreal Engine, inside my CGHOW VFX folder.
Now, let’s create the material for the water wave effect. I’m going to use a Sphere Mask along with World Position and an Offset for the center. The radius starts at 500, and I’ll gradually adjust it for the effect. After that, we add Time to animate the waves and apply a Sine function to create movement.
After setting the basic wave structure, I’ll add distortion by adjusting the radius and using a Multiplier to create multiple waves. The wave patterns should gradually fade out, so we’ll use a Texture Coordinate and manipulate the channels to repeat the waves, blending the fading effect from both sides.
Now, to make the waves curvy, I’ll apply a Sphere Mask on the texture coordinates, and with some parameter tweaking, we can make them more pronounced. Adding noise textures further distorts the wave trails, and I’ll adjust speed and tiling for realism.
Once we have the basic waves, I’ll adjust the color, intensity, and opacity to give it a more realistic look. The glow effect is added using a noise texture for highlights, creating that reflective shimmer.
Conclusion:
“After all these adjustments, we now have a fully functional water wave material in Unreal Engine, all without using Niagara. You can experiment with these parameters to create variations. That’s all for this tutorial. Thanks for watching, and keep learning!”
Call to Action:
“Remember to like, share, and comment if you enjoyed this tutorial. Don’t forget to subscribe to CGHOW for more content like this, and hit the bell icon to stay updated with all my future videos. Also, follow me on Twitter for more tips and updates. See you in the next video!”
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