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Dynamic Material Instance | Unreal Engine 5 

Proj Prod
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Create from scratch a blueprint tool for dynamic material instance in Editor using Contruction Script!
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00:00 Intro
00:39 Blueprint Creation
01:00 Material Creation
02:24 Construction Script Building
03:42 Public Variable Set up
04:25 In Editor Tool Test !
04:47 Continuing CS Setup with other Parameters
06:00 Organizing Construction Script
06:20 Variables Categories
06:41 In Editor Tool Test !
06:58 Boolean Adding Mesh Condition Build
07:59 Final In Editor Tool Test !
08:14 Outro
#unrealengine5 #blueprint #material

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Опубликовано:

 

9 июл 2024

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Комментарии : 9   
@snookofficial7211
@snookofficial7211 7 дней назад
You made this look way easier than other videos I've seen!
@ProjProd
@ProjProd 7 дней назад
Thank you for your comment and for your support bro ! Happy to help 🤩
@fscreen78
@fscreen78 5 дней назад
If you are not going to replace the texture, Custom Primitive Data is a better choice than Dynamic Material Instance in terms of optimization.
@alissonkaykydasilvabatista517
@alissonkaykydasilvabatista517 19 дней назад
How could i make a tool that allow to change de exposed material but still be able to edit it properties beside whatever material it is. Like, being able to control the UV tile without having to have all these parameters?
@ProjProd
@ProjProd 10 дней назад
Hey 👋 If I get your question right, you'll probalby need to name parameters the same way in each of your Master Materials. Then expose as a public variable the "Source Material" of the "Create Dynamic Material Instance" node. 🙌
@alissonkaykydasilvabatista517
@alissonkaykydasilvabatista517 9 дней назад
@@ProjProd alrigt thankyou
@roy_tanmoy
@roy_tanmoy 3 месяца назад
The main disadvantage of "Dynamic material instances" is it is pretty resource heavy . Please correct me if I'm wrong. I'm from linear content creations domain , still we hardly use it. I am trying to find a similar solution but with reasonable cost. Basically I want a overwrite system for material for per instance or per level. I don't want to use multiple material instances or don't want to change the main asset material. Similar to the traditionally cg pipeline where you can edit attribute per shot basis but it won't effect your main asset.
@ProjProd
@ProjProd 3 месяца назад
Hey Roy ! 👋 DMI can be resource heavy indeed! Perhaps you can try another method with Editor Utility Widgets or Editor Utility Blueprints. I haven't tried this yet, and would like to check which is more optimized. For each shot, you can call up your Material Instance in the sequencer with the correct tracks to modify and/or adjust your asset's parameter values without affecting the main instance. It takes time, but it works! Perhaps a Python script would also be useful. 😁
@user-ny6iu1zz6j
@user-ny6iu1zz6j 3 дня назад
Hi. I made a bodycam effect using this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5B9WKBlELfQ.htmlsi=97BnCjGMDHEhUSur Is it possible to make a distortion animation so that these values change during the game itself? I tried to create dynamic materials, but I didn't succeed.
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