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World Position | 5-Minute Materials [UE4] 

PrismaticaDev
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28 сен 2024

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Комментарии : 96   
@nicholasbrown5013
@nicholasbrown5013 3 года назад
World position is one of those neat nodes you can find a million uses for. Well that’s most nodes really... I love using it for blending height in combination with bias. You can use it to decrease layer count by creating more complex base layers to find a nice middle ground. Keep up the cool content!
@PrismaticaDev
@PrismaticaDev 3 года назад
Absolutely! I'm a big fan of making my Landscape layers have cliffs already built-in and then having an "override" layer just in case I want to have a really steep grassy hill or something. Same goes for having snow up the top of mountains using World Pos :)
@nicholasbrown5013
@nicholasbrown5013 3 года назад
@@PrismaticaDev exactly! Lesson I’ve learned over and over with landscape mats is to spend the extra time up front, then let the landscape and foliage layers do the heavy lifting. Keep up the vlog! I’m excited to watch the project and channel grow. :)
@maarten176
@maarten176 10 месяцев назад
It becomes a nightmare when you want correct normals
@ParmidaRazavi-m6e
@ParmidaRazavi-m6e 8 месяцев назад
your 5minutes material series are epic!! Thank you
@thundercg9663
@thundercg9663 Год назад
you=nice + awesome + helpful + Good Teacher + ... Thanks for all these nice videos
@YourSandbox
@YourSandbox 3 года назад
Master Charlie delivering goods
@PrismaticaDev
@PrismaticaDev 3 года назад
no u :')
@Fokkusu
@Fokkusu 3 года назад
really nice and useful video, also I'm glad (if that was the case ofc) that my post with the color variations + noise gave you inspiration for the variation of colors :D, anyway it looks beautiful, I'm going to be taking notes about the other uses you got about world position thats for sure. Thanks ^-^
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha I honestly can't remember :P I've been doing it for quite a while. I wish I had time to cover ALL the use cases but unfortunately I only have 5 MINUTES ;)
@Fokkusu
@Fokkusu 3 года назад
@@PrismaticaDev Then its a funny coincidence :p, anyway if you wanna cover more you can always do part 2(?)
@yuunarenata9965
@yuunarenata9965 Год назад
loving your explanation! very easy to understand with demonstration and it's uses ^^
@cheesewhisk
@cheesewhisk 3 года назад
Fast becoming my fav Unreal YTber
@PrismaticaDev
@PrismaticaDev 3 года назад
Thanks dude!! Very kind words :)
@3sgamestudio
@3sgamestudio 3 года назад
amazing! :) thank you :)
@PrismaticaDev
@PrismaticaDev 3 года назад
You’re very welcome :)
@AaOneRey
@AaOneRey 4 месяца назад
That's really useful tutorial, thx you! Is there a way to make vertical sides of meshes not to be stretched?
@Xaeveax
@Xaeveax 3 года назад
Great explanations as always. Didn't realize you had a Patreon. On it.
@PrismaticaDev
@PrismaticaDev 3 года назад
Absolute legend! Very appreciated :)
@shaezbreizh86
@shaezbreizh86 3 года назад
I really like these short tuto Hope you'll do some more ^^
@PrismaticaDev
@PrismaticaDev 3 года назад
Thanks Shaez! I won't stop making them until I've covered EVERY node haha
@shaezbreizh86
@shaezbreizh86 3 года назад
@@PrismaticaDev good luck then ::P
@guysome3263
@guysome3263 2 месяца назад
Genius to point out that the world axis gizmo shares the same colors as the RGB channels for each dimension in the right order. Never realized that.
@hashamayim8832
@hashamayim8832 3 года назад
The most mystical node
@VJClipART
@VJClipART 2 года назад
Thanks for the very useful conceptual explanation.
@yantingye1677
@yantingye1677 8 месяцев назад
If I want to project in all three directions of the XYZ axis simultaneously, how should I connect the nodes
@PrismaticaDev
@PrismaticaDev 8 месяцев назад
Check out my World Aligned Texture video, it sounds like that's exactly what you're looking for :)
@mrnevermind
@mrnevermind Год назад
I love you 💕 for providing such good lessons for free
@bersK00
@bersK00 3 года назад
Ah yeah, mate, another good one!
@PrismaticaDev
@PrismaticaDev 3 года назад
Cheers mate! Glad you're digging it :)
@burakdag4931
@burakdag4931 2 года назад
Man I was looking for this and by chance I found it. Using it as exactly same the same as you. For *grass* :))
@amura_
@amura_ 3 года назад
Awesome, thanks so much
@PrismaticaDev
@PrismaticaDev 3 года назад
No problemo! Hope it helped :)
@jorgeinti
@jorgeinti Год назад
love the music, what are you playing?
@jorgeinti
@jorgeinti Год назад
nvm found thx great tutorials man (Y)
@levitycreations
@levitycreations 2 года назад
Thank you! this was very good.
@wortnes
@wortnes 3 года назад
Thats DOPE!
@PrismaticaDev
@PrismaticaDev 3 года назад
You're dope
@DanRickmanMedia
@DanRickmanMedia 4 месяца назад
Could I use this into say roughness to break up the dirt on walls in my street scene?
@PrismaticaDev
@PrismaticaDev 4 месяца назад
Sure could! Check out the Height Lerp video and vertex paint videos as well for some tips regarding that :)
@bernhard.design
@bernhard.design 3 года назад
great. How could you setup a shader, where you can control just the height position.. for example for a post-process material.
@PrismaticaDev
@PrismaticaDev 3 года назад
You’d get World Position and mask the B channel (z axis) and then have an Add parameter for offset and a divide parameter for softness. And also clamp the result haha
@lanovyr2497
@lanovyr2497 2 года назад
I found this educational and entertaining
@OGPatriot03
@OGPatriot03 Год назад
If you're trying to offset a texture in world space by adding to the X and Y world space coordinates in your shader to match with a mesh/UV then you first need to add/subtract your Object's X and Y coordinates from your shader's world coordinate, then subtract from each of those values half of your object's scale * 100 (*100 converts meter scale values into centimeters, do this before subtracting[This positions the tile texture correctly so that the center point isn't in the center of your ref object but rather one of the corners) and finally divide everything by your reference Object's scale after converting to Centimeters (* 100 from a meter based scale value). This can be useful because I can move a plane around and then bake some useful data onto it and after doing these conversions I can map that baked texture perfectly into a Material's world space coordinate which can then be used in any material/mesh I want and it all lines up perfectly.
@omphya6229
@omphya6229 2 месяца назад
Do you know how I would make it so something gets applied to the UV (ex. the texture is moving sideways with a time node and then added and increased with scale using a TexCoord node) and then afterwards or beforehand it also does the World Position in a way that the material from the top doesn't move when you move the object it's on.
@PrismaticaDev
@PrismaticaDev 2 месяца назад
@@omphya6229 you can use Local Space instead of world space :)
@TuxedoVaileGAMES
@TuxedoVaileGAMES Год назад
I'm trying to use world position offset for a brick wall material but no matter what combination of parameters I try using on the mask, the texture ends up really stretched on any walls that are rotated 90 degrees. How can I fix this?
@gursimransingh8726
@gursimransingh8726 2 года назад
is it possible to sample two differnt channels of the same texture having differnt scales through world position node for saving performance i guess
@efsfsesegsgesg8775
@efsfsesegsgesg8775 2 года назад
nice
@hardcorerick8514
@hardcorerick8514 2 года назад
in this very early stage you have the mask projection from above can you make this project from the side instead of above?
@PrismaticaDev
@PrismaticaDev 2 года назад
Yes - you just need to use Y and Z instead of X and Y
@hardcorerick8514
@hardcorerick8514 2 года назад
@@PrismaticaDev I ended up using a custom rotator node, but that would have worked too, cheers!
@danielmauriciotorogarcia5783
MASTER!!
@notfabiantapia8942
@notfabiantapia8942 3 года назад
Hi, I use only emissives on my project do you know of any water like material or translucent that would work for me?
@PrismaticaDev
@PrismaticaDev 3 года назад
Heya Fabian - you could use overlapping and panning noise textures that get run in to a Contrast node to achieve a water ripple effect of some sort. You could also use the DitherAA node to make the material "transparent" without using transparency.
@notfabiantapia8942
@notfabiantapia8942 3 года назад
@@PrismaticaDev I'm trying, let you know how it went.
@marcomazzanti3197
@marcomazzanti3197 2 года назад
It's fantatic tutorial! How can I change color based on the word position of the Spot Lights with a scale gradual RGB vector value? I tried using the Light Function material but it doesn't handle color but just texture. I cannot select them one at a time :/
@jovlem
@jovlem Год назад
Is there a way to do the same for the red and green channels like at 3:15? That way you would get a - some sort off - 3d noise. I tried it but the problem is that you can see the repetition, is there a cheap way to make that less noticeable?
@jinpower6505
@jinpower6505 3 года назад
nice!
@Juno006
@Juno006 Год назад
juno leaves a comment
@victorzuim
@victorzuim 2 года назад
I use this node to apply generic textures to rounded meshes.
@miloszgierczak4806
@miloszgierczak4806 2 года назад
BANANAS 🙈🙉🙊
@StasonST19
@StasonST19 3 года назад
ни чего не понятно, но очень интересно! )
@PrismaticaDev
@PrismaticaDev 3 года назад
Cheers mate :) I'm usually unclear on a lot of things since I improvise the entire video haha but I appreciate the interest!
@t3hpwninat0r
@t3hpwninat0r 3 года назад
your lighting is roomspace normal 🤣
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha one time on stream I set up R G and B lights in the correct spots. It was weird :P
@TheShroomAdventures
@TheShroomAdventures 3 года назад
Could you make a tutorial on the transform node, and go through like the differences in object space, tangent space. And when you would use each space.
@PrismaticaDev
@PrismaticaDev 3 года назад
Sure thing!! It's definitely something I need to look further in to myself haha
@Qwiggalo
@Qwiggalo Год назад
@@PrismaticaDev Have you made this video? Tried searching Transform and didn't find anything.
@Corpsejacked
@Corpsejacked 3 года назад
Loving these 5-minute materials, but lets see some more Devlogs.
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha I agree - unfortunately since we've been doing a lot of back-end work there isn't much VISIBLE difference to the game since the last one, but there should be a new devlog with some exciting announcements in a couple of weeks :)
@semirukiya5308
@semirukiya5308 Год назад
Might be a dumb question but... Is World Position node expensive? Cuz it seems to be similar to Triplanar which is quite expensive from what I recall.
@PrismaticaDev
@PrismaticaDev Год назад
It’s pretty much free - the verts already need to know what position they’re in to be rendered so we’ve just reading data that is readily available. Tri-planar combines world position, vertex normal masks and 3 texture samples. It’s the samples that can get expensive, especially if you’ve got lots of additional textures (roughness, AO, metallic etc) I have a video about it if you’re interested in learning more! Check the vertex normal WS and world-aligned videos
@semirukiya5308
@semirukiya5308 Год назад
@@PrismaticaDev it makes a lot of sense. Thank You for the explanation :D
@dwaynarang500
@dwaynarang500 3 года назад
3:37 Tutorial linked? Cool Video. Informative and interesting uses of world position offset. I've used it/seen it used to tile a video across multiple meshes representing modular screens. I like these environmental uses. As you said, good way to add subtle variation to your scene.
@PrismaticaDev
@PrismaticaDev 3 года назад
Ah it's in an Annotation actually haha. Might not show up on Mobile. Thanks! Yeah there's definitely a tonne of things that can be done with it - definitely one of the most useful tools to know!
@samuel_6817
@samuel_6817 6 месяцев назад
Hello, really good video. Could you help me? I need to render just "UV MAP" as a post process material preferably. Render only uv coordinate based in uv of asset mapped in 3D software. In this moment, I rendered uv projected in scene, but I need to render the uv of any object that is in the active mapped scene. Help me? Thanks a lot.
@localfreexstudio3506
@localfreexstudio3506 3 года назад
Hmm. nice thx
@PrismaticaDev
@PrismaticaDev 3 года назад
No worries! :)
@warrenbuitendag5286
@warrenbuitendag5286 3 года назад
your blue and red lighting reminds me of the album art of Paradise lost's Draconian times \m/
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha it reminds me of Blade Runner! Very good colour combo :P
@zhaof-q3u
@zhaof-q3u Год назад
thanks
@vladchernushevich3786
@vladchernushevich3786 3 года назад
> 5-Minute Materials > Is 8 minutes long What a scam. jk. This is insanely helpful, thank you!
@PrismaticaDev
@PrismaticaDev 3 года назад
It's like when you're at the shops and you buy a chocolate bar and when you get to the counter they tell you it's a 2 for the price of 1 deal. BE GRATEFUL :P
@wortnes
@wortnes 3 года назад
The material is 5 minutes, not the video about it. -.-
@vladchernushevich3786
@vladchernushevich3786 3 года назад
@@wortnes UE4 materials are not measured in minutes silly.
@andresestevez2701
@andresestevez2701 Год назад
I have a question, if I want it not to change color when moving the position with an absolute position as it would be, that is, that it be static and the color does not change if I move the position, I want it to be as a local position una duda, si quiero que no cambie de color al mover la posición con posición absoluta como seria, es decir q sea estático y no cambie el color si muevo la posición, quiero q sea como local posición
@nawakman
@nawakman 3 года назад
interesting
@PrismaticaDev
@PrismaticaDev 3 года назад
Thank you :) Hope you found out something new!
@oKyza
@oKyza Год назад
Chowder Textures, I love this
@sundaygraphix9648
@sundaygraphix9648 3 года назад
Another absolute banger
@guilhermenaco
@guilhermenaco 2 года назад
Thanks! Perfect
@mohamadalkotob2525
@mohamadalkotob2525 2 года назад
amazing
@X-mordred-X
@X-mordred-X 2 года назад
Thanks for this, man!
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