@@reversebutcher not off the top of my head but you can just drag your MPC into the sequence and track its parameters and then key frame different values
just letting you know that the audio in this video sounds a bit off for me, not sure if that's the correct term, but it feels like its clipping a bit, sorta robotic
BRO! I'm watching the video and I'm like, 🤔 "This would be great for something like seasons!" You, IMMEDIATELY after, "You could use this for something like seasons" 🤯
Material Parameter Collections are simply an array of vectors. Example in Custom HLSL Node: "MaterialCollection1.Vectors[0].r" or "MaterialCollection1.Vectors[1].rbg" You can do some fun (hacky) things with this if you're creative ;)
Interesting! Although I'm still wondering if the parameters only exist in one place, or if duplicates are made for each material and they're updated when the value changes etc
@@PrismaticaDev What I was doing was storing light position / light color to use with cel shading. I was using a blueprint to set and sort the nearest lights into the MPC every second or so, then through some custom node hackery in the post process material i'd loop through the vectors in the MPC for every pixel and do custom lighting calculations in HLSL. Soo if I'm understanding your concern correctly, it's stored in one one place (not duplicated) and updated on the fly in the material when the value is changed elsewhere :)
@@whyismynametaken123 Lol, i actually did pretty much the same thing but instead used a system that updates dynamic material instances with only the closest light each go
Have you used any of the Sky Atmosphere material nodes? I have no idea what they do and can't find any documentation. I've tried playing around with them but can't figure out the best way to use them.
Hey! I actually use the Light Direction one (might be called something else) but that's a great idea. Will make a detailed video in the future! The one I use gets the direction of the first directional light in the scene, useful for custom shading stuff
Just finished everything in this playlist and they are pure gold. Thank you for this quality content! Will you continue updating the series? It's certainly not "every node" yet, not even half there...XD
If you want to do it without using any ticking blueprint logic, you'll need to specify and set a "time started" variable, and then use Time minus that variable to get a "timeline" that goes from 0 to 1 and beyond. If you saturate and oneminus that, you'll have your 0 -> 1 timeline
@@PrismaticaDev so my variable in the collection called time - oneminus - saturate(a node?) - one minus (one More) and then to emission. That will give me the time countdown fornwhatever value in the collection parameter called time ?
@@Luciferdelight If you want it to be in just 1 material, I wouldn't use a param collection. You can use dynamic material instances if you only want to modify the variables of 1 material
@@PrismaticaDev nah u just had to make the collection BCS i thought a time countdown function would only work in blueprint but could not make it work there either. I'm gonna try your way. Let's hope i got it right. Thnx for the help
This is kind of unrelated but what do you think of the combat systems in the unreal engine marketplace? I have been looking at a few systems such as the flexible combat system and the universal monster combat system which are made with blueprints. Can they be used as a sort of base to work from and create something more unique and personalized to an indie game or would it be easier to start from scratch? Also, what do you think of armour collision? Could a game feature helmets, armour, and shields that block sword blows and arrows and yet deal blunt-force damage in a more realistic way?
I'm never usually a fan of big systems unless it's -exactly- what you need it to be in an un-altered state. As soon as you need to add functionality or change something, you lose a lot of time that you could have just spent making your own from scratch that suits your needs. As for the armour question, I'm actually doing exactly that in my game (I go over it in one of my newer devlogs)
Great tutorial! To work with material, you really need to be good in mathematic. It's sooo much a pain in the ass learning material.. and Unreal that doesnt help.. no comments or exemple of what nodes are and do.. you need to know them mathematicly. Materials & Shaders programming is an other whole level of complexity.