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Material Parameter Collection | 5-Minute Materials [UE5] 

PrismaticaDev
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29 сен 2024

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Комментарии : 63   
@kaiser6594
@kaiser6594 Месяц назад
Just what I needed to send parameters to post-process materials. More than once your tutorials have saved me. You are the GOAT!
@PrismaticaDev
@PrismaticaDev Месяц назад
Yup! It's a really handy way to get info to hard-to-reach places, like LandscapeGrass and Instances as well
@Flowerpot2905
@Flowerpot2905 5 месяцев назад
Awesome - something else I don't understand yet! Had to rewind the bit when the cat walked, totally zoned out.
@tanver3d982
@tanver3d982 Год назад
M8 your free tuts are better than the other paid ones. actually a chad of a person!
@FlatThumb
@FlatThumb Год назад
🎵 MPC, yeah you know me! 🎵
@JulianCini
@JulianCini Год назад
Hi can you show the script for the moving trees please!!! Thanks
@PrismaticaDev
@PrismaticaDev Год назад
Check out my Simple Global Wind video :)
@muerrtee
@muerrtee Год назад
Theres only been like 2 or 3 videos which are less than 5 mins lol
@PrismaticaDev
@PrismaticaDev Год назад
Shhhhh don’t tell anyone
@falsehero4476
@falsehero4476 Год назад
Man how did you make that landscape. I mean the floating islands.
@PrismaticaDev
@PrismaticaDev Год назад
They’re all meshes :)
@floast
@floast Год назад
You can also use it to animate material parameters in the Sequencer!
@PrismaticaDev
@PrismaticaDev Год назад
Very true! Sequencer is a big unknown for me haha
@reversebutcher
@reversebutcher Год назад
This is exactly the thing I am tryin to learn how to do! Do you know of a good tutorial?
@floast
@floast Год назад
@@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
@reversebutcher
@reversebutcher Год назад
Thanks! I did wind up figuring it out. :)
@martinberge9237
@martinberge9237 Год назад
Any chance of you making a video on localized volumetric fog?😁
@PrismaticaDev
@PrismaticaDev Год назад
Ahhhh maybe maybe. I haven’t actually worked with the default fog system in Unreal, so it would take a bit of doodling haha
@erfanbahrami573
@erfanbahrami573 Год назад
Yeah I would like to watch that too
@DailyPaily
@DailyPaily Год назад
So, i can use it out of materials too, between widgets or actors. Interesting.
@RogueXV
@RogueXV Год назад
You sir are a treasure and must be protected at all cost.
@DatGuyGLK
@DatGuyGLK Год назад
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
@PrismaticaDev
@PrismaticaDev Год назад
Yeah there were some audio issues when filming this + the next video, but they’ve been fixed haha. Appreciate the heads up :)
@furrybproductions
@furrybproductions Год назад
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" 🤯
@RedekerEleven
@RedekerEleven 10 месяцев назад
"5-minute materials" 13 minute video hmmm 🤔🤔
@TheAxebeard
@TheAxebeard Год назад
They're global variables, aren't they? That's the easiest explanation.
@whyismynametaken123
@whyismynametaken123 Год назад
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 ;)
@PrismaticaDev
@PrismaticaDev Год назад
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
@whyismynametaken123
@whyismynametaken123 Год назад
@@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 :)
@flotto7045
@flotto7045 Год назад
​@@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
@dam_ly
@dam_ly 8 месяцев назад
Shit that was a lot of useful information! I was wondering how to do rain, wetness and puddles and now i know where to start looking. Cheers.
@MrGurbano
@MrGurbano Год назад
as usual, great content. hands down the most useful series of tutorials on UE thanks for this, you're a star!
@cgkrab
@cgkrab Год назад
"documentation doesn't know anything" most accurate thing I've heard :'D
@MatthewGDunlap
@MatthewGDunlap Год назад
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.
@PrismaticaDev
@PrismaticaDev Год назад
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
@noisegrindercn
@noisegrindercn Год назад
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
@PrismaticaDev
@PrismaticaDev Год назад
Haha I sure will! I've been taking some time off doing videos but I'll be getting back in to the swing of them some time soon :)
@Luciferdelight
@Luciferdelight Год назад
Can anyone tell me how to make the time of a material count down. I want it to glow for one second .
@PrismaticaDev
@PrismaticaDev Год назад
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
@Luciferdelight
@Luciferdelight Год назад
@@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 ?
@PrismaticaDev
@PrismaticaDev Год назад
@@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
@Luciferdelight
@Luciferdelight Год назад
@@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
@fddesign
@fddesign Год назад
well explain :)
@bebachkin
@bebachkin Год назад
Thank you so much!
@PcLightBulb
@PcLightBulb Год назад
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?
@PrismaticaDev
@PrismaticaDev Год назад
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)
@EveRoseclaw
@EveRoseclaw Год назад
i study gameart and you really teach 100 times better than my prof. thanks a lot for the content ^^
@allashama
@allashama Год назад
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.
@_Caose
@_Caose Год назад
Awesome as always!
@PrismaticaDev
@PrismaticaDev Год назад
Cheers! Glad you found it useful :)
@adamebadra3171
@adamebadra3171 Год назад
@@PrismaticaDev great tutorial, could u make a tutorial about bump offset
@adamebadra3171
@adamebadra3171 Год назад
@@PrismaticaDev great tutorial, could u make one about bump offset
@_Caose
@_Caose Год назад
@@adamebadra3171 He already made one! Please take a look at his past videos.
@PrismaticaDev
@PrismaticaDev Год назад
@@adamebadra3171 Already have :)
@josemarcano6591
@josemarcano6591 Год назад
Thank you kinda Sir!!! Your tutorial are amazing! You are incredibly talented and I am really looking forward to that game of yours to play!
@dcad6934
@dcad6934 Год назад
Awesome! Also when is your control rig video
@johninglis2622
@johninglis2622 Год назад
are you using a plugin for your nodes?
@PrismaticaDev
@PrismaticaDev Год назад
No, everything is vanilla. If you wondering about the numbers on some of the nodes and variables, it’s something they introduced in 5.1
@Chareidos
@Chareidos Год назад
This is the very thing I wondered myself about for over a year now! Thanks for showing us this!
@erfanbahrami573
@erfanbahrami573 Год назад
Excellent content as always.. Thank you
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