Hey nice presentation for tutorial, but this is a convoluted/more expensive way of creating this effect. You can simply multiply both images together (led screen image/mountains x tiling pixel texture). It will create the exact same look. Also using a lerp instead of multiple seems pointless for getting the colours out of a 3 vector (slightly more expensive). Multiplying an image by a 3 vector is the same thing as a Lerp if your A = Black and B = desired colour/3 vector. Lastly why do you use a component mask? A 3 vector or texture sample already has each RGB channel as an output if needed.
Cool video, and a quick tip for anyone who wants a clean material scene: you can also split 3 channels using UE's "BreakOutFloatXComponent" node - X being the number of channels up to 4. It does the same thing as above but contains it inside a tidy Material Function.
Also one more optimisation note: you don't need 3 separate Vector nodes, you can have one summed to white and then use the existing pins to split off R G B.
This just what i was looking for but i wonder how you would add 4 different images into the material and have them change by crossfade or slide over time and repeat the cycle.
It might be possible to set this up using a UMG Widget to control the transitioning between different screen textures, and then project the Widet actor's render target as the texture for your LED Screen mesh/material.
I followed your instructions but when I apply the material to a mesh in the Architectural template it doesn't work, however it does in the game template. Also what is the resolution of your content? does it need black borders top and bottom? to match the 128x128 ratio?
THANK YOU FOR THIS AMAZING TUTORIAL BRO, COULD YOU FOLLOW UP BY SHARING WITH US HOW TO MAKE 2 OR MORE ADVERTISEMENTS APPEAR ON THE LED PANEL AT 3 SECOND INTERVALS. AT UNREAL ENGINE EVERYTHING IS POSSIBLE, I BELIEVE THIS REQUEST IS A MORE ADVANCED MODE. CONGRATULATIONS ONCE AGAIN FOR YOUR TEACHING. YOU GAINED A NEW FOLLOWER
i am ane event manager and am trying to use unreal engine to better showcase designs to my cloent . However the designs I am working with include screens of different shapes and sizes. I have been trying to map the footage to the screen but have been failing . Been trying to find a good tutorial for this for ages , An unreal noob here :(
This tutorial was really great. Thank you. I did run into some trouble though. How are you keeping your RGB pixels square when you are not on a square plane. The moment I use a non-square plane (like a 16 x 9 plane) the RGB pixel image get squished down into a rectangle. What am I missing? Thx!!!
Thank you for the awesome tutorial! I have a question tho. Will this work with a movie file as the texture? After all, this is an LED material meant to be on screens with moving pictures.
@@nikolayshamaev Thank you. I followed the tutorial and the only thing I can see being problematic is the pixelated version of the video. Can I do this in unreal itself because I don't see any options to restrict the resolution of the video?
Крутой урок,все понятно с 1 раза.Но вот интересная задача,можно ли как то прикрутить к этому "монитору" полноценное видео,видел анимационные материалы,или видео материал,не немного не то)
I am very impressed you have no idea what you are doing but still managed to achieve the result you wanted xD You can make this material with one multiply node except UV and distance based lerping