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The Time Node | 5-Minute Materials [UE4] 

PrismaticaDev
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29 сен 2024

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Комментарии : 46   
@kuunami
@kuunami Год назад
You have no idea how excited I am to have found your channel. You explain things in a way my brain learns best.
@PrimordialStrange
@PrimordialStrange 2 года назад
SOoo Nicely Explained :)
@guilhermenaco
@guilhermenaco 2 года назад
Thanks man!
@wortnes
@wortnes 3 года назад
Cool!
@PrismaticaDev
@PrismaticaDev 3 года назад
You're cool xoxo
@RohanCreation5
@RohanCreation5 6 месяцев назад
Hi, I have a Question i have Used a radial gradient with time multiplied with time - Oneminuse to Fade in and Out my radial but the problem is i want to control the speed of time so how can i do that 😅
@WorrilessChris
@WorrilessChris 9 месяцев назад
noob question, why did you use the R channel when you added to time? Is there a difference between using the R, G, or B channels in this instance? Or are they all the same because its black and white?
@macxike
@macxike 27 дней назад
Nice tutorial as always. So is each time node consider a tick? If a material has 3 time nodes, does that mean it also has 3 tick timers? If so, is that considered to be an expensive node?
@PrismaticaDev
@PrismaticaDev 26 дней назад
Shaders are always run "on tick" in a sense - the rendering process for every shader happens every single frame. The Time node is more like accessing a global variable than actually executing anything.
@PrismaticaDev
@PrismaticaDev 26 дней назад
Also, when you have multiple nodes doing the exact same thing the shader compiler will simplify that in to 1 local variable so that instruction only gets processed once
@macxike
@macxike 25 дней назад
@@PrismaticaDev Thank you for following up. That's really insightful to know.
@abcqer555
@abcqer555 3 года назад
Really great explanation. Very clear and very easy to follow and listen to. You got yourself another subscriber good sir!
@PrismaticaDev
@PrismaticaDev 3 года назад
Cheers Paul :) Glad to have you with us!
@xabunoxx2850
@xabunoxx2850 3 года назад
Oh wow, I’m going to use this to make my fires glow flicker!
@PrismaticaDev
@PrismaticaDev 3 года назад
Perfect! You could even overlay Sines of different periods for a bit more randomness
@RmaNYouTube
@RmaNYouTube Год назад
by adding textures, you basically made a time machine in 2D UV Space 😁😎
@MarageDev
@MarageDev 3 года назад
Hey, this video is awesome, greatly explained, now I'm gonna use the Time Node !
@PrismaticaDev
@PrismaticaDev 3 года назад
Awesome to hear :) Glad you found it entertaining and educational
@secondhandsightsound3823
@secondhandsightsound3823 3 года назад
Yeeeet
@passtarplus
@passtarplus Год назад
I have a question. I am running into an issue where if I change the scalar parameter that is being multiplied by time in blueprint during runtime, then time seems to go exponentially faster. This happens even if I reduce the multiplier back to say 1 or 0. This is making it really difficult to use the time node without preset values. Do you have any tips on that?
@PrismaticaDev
@PrismaticaDev Год назад
Great question! The reason that happens is because time is just the session time - the longer the session is active, the higher the value. So if you’re 1 second in to a session and multiply by 2, the difference is 1. However if it’s 1000 seconds in to the session and you multiply by 2, the difference is 1000. To combat this, you’ll likely want to manually increment a number in a blueprint somewhere. So adding some number to a variable on tick, and then to change the speed you’ll change the number that is being added. If you’re working with a panning texture, you’d add a direction (2vector) instead of a float.
@passtarplus
@passtarplus Год назад
@@PrismaticaDev Thanks so much for your explanation! That makes perfect sense! I did end up creating "Fake Time" via a Timer component that controls the speed. I have a follow-up question. Why does it work if I have a unaltered multiplier placed in the time node? Wouldn't that cause the same issue? From my experience, if I leave an unaltered multiplier, time does go faster, but it doesn't exponentially scale up. Is the idea that it is doing the same thing, but visually it isn't being perceived that way since the increments are all uniform?
@PrismaticaDev
@PrismaticaDev Год назад
Yep, the increments are all uniform so the effect moves at a constant rate. If you alter the multiplier it will also be constant, the only problem is when you -gradually- alter the multiplier@@passtarplus
@passtarplus
@passtarplus Год назад
@@PrismaticaDev Thanks so much for the answer!!!
@manonthedollar
@manonthedollar Год назад
Subscribing for these five-minute materials!
@paniot8414
@paniot8414 3 года назад
Perfect to use as a lighthouse beam. Or whatever with lights flashing. So, can it be used as alternative way to rotate an object, instead of rotator or I am wrong? Thanks for your lessons. I've just started learning UE, and this is so freaking fascinating lol. Can't tear my ass off my pc.
@PrismaticaDev
@PrismaticaDev 3 года назад
You could definitely use it to rotate an object entirely in the shader, or even just a very bright emissive texture! UE4 is such a big engine, there's so much to explore haha. If you need a hand with anything don't forget to join our Discord :)
@paniot8414
@paniot8414 3 года назад
@@PrismaticaDev thanks! I've already joined ;) Definitely I'll need a lot of hints. I'm going towards of creating a 3rd person mmo survival, with endless world
@PrismaticaDev
@PrismaticaDev 3 года назад
@@paniot8414 Unreal Engine 5 apparently will have some awesome features for huge worlds, so I'm sure it's definitely going to be doable!
@paniot8414
@paniot8414 3 года назад
@@PrismaticaDev what I really do regret now is that I haven't started learning UE years ago. But I could and should have better done that long time ago. Anyways, never is too late lol
@PrismaticaDev
@PrismaticaDev 3 года назад
@@paniot8414 it's never too late to start learning :) Game design is something you can apply all of your previous skills to as well
@Elmarath
@Elmarath Год назад
You have great textures for testing would you be so kind to share?
@eldany_uy
@eldany_uy 2 года назад
Hey! thanks for your material tuts!! I have a question about time node. is it possible to reset it on runtime? how do I control the material to make time start running or start from 0 on some event?
@eldany_uy
@eldany_uy 2 года назад
wait..will reply myself lol....in that case I will just avoid time node, then use a float parameter and control the time value of that float just in blueprints :)
@PrismaticaDev
@PrismaticaDev 2 года назад
You could also send the “start time” as a one-off blueprint setting and then subtract that from the Time node to get a timer inside the material without needing to set a parameter on tick :)
@eldany_uy
@eldany_uy 2 года назад
@@PrismaticaDev may you make some easy example of that? :)
@Fokkusu
@Fokkusu 3 года назад
oh my I didnt know how cool the time node is :D, ty ♥
@PrismaticaDev
@PrismaticaDev 3 года назад
I didn't know how cool YOU are ;) All good! More than welcome :)
@a.l.murkar6425
@a.l.murkar6425 2 года назад
@raisgamesnz325
@raisgamesnz325 Год назад
Great tutorial!
@VickySharma-hd9if
@VickySharma-hd9if 3 года назад
i loved you explanation brother. amazing stuff
@basedbukkakeman7892
@basedbukkakeman7892 2 года назад
do the needful and take a shower, sir. love from pakistan
@asswine12
@asswine12 2 года назад
can i use the time node as a timer? fe to fade out the opacity of a decal
@PrismaticaDev
@PrismaticaDev 2 года назад
You could, by setting a variable like “start time” and subtracting it from Time, and dividing the result by how long you want it to be until it reaches 1. However, there is a node called Decal Opacity Lifetime or something which is perfect for your issue :)
@asswine12
@asswine12 2 года назад
@@PrismaticaDev thank you very much : )
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