Oh my God this is literally my favorite channel, I try to watch it every single day, I was so sad/worried when there haven't been uploads for months so I yelped in excitement when I saw this. Glad you're doing well!! I literally couldn't learn Unreal without this channel and your incredibly precise videos. Can't thank you enough!!
I'm so glad you're still dropping vids - seriously, you are inspirational as both a RU-vidr and as a UE4 community member. I haven't seen anywhere near enough of your videos, but your videos have saved me so much heartache (and have clarified so much), you really deserve some major recognition.
Only tut where I immediately understood what remappng is for. Thank you. Came here while implementing a slow item flash material for my game (currently still trapped in Unity). Realized I dont really need remap to clamp negative sine time, could just use clamp. But the remap makes the timing much nicer because once it goes into the negatives, then it still evenly increases the alpha for the flash, cause it always stays in the positives (in: -1 out 1 , becomes Out: 0 in ,1 out ), which makes it like a constant rythm from 0-1, instead of always having one period staying black.
Do I understand correctly?: If I have a gradient from 0 to 1 but I want to keep it between 0.2 and 0.8 - If I use a clamp node with 0.2 min and 0.8 max, the gradient won't change but I will lose all the gradient info from 0 to 0.2 and 0.8 to 1. Those parts of the gradient will be "cut" and replaced by 0.2 and 0.8 values. - If I use a Remap Value Range node with 0 Input Low/1 Input High and 0.2 Target Low/0.8 Target High, the gradient will be "resized" to fit between 0.2 and 0.8
Thanks a lot and i put this picture in my link about how to visilismo this info. docs.google.com/presentation/d/1MqBXKULsOBLFL45Y9Qpk6QRHSjwcsTHc7gpUG1P8jlI/edit#slide=id.p