Can't thank you enough for showing material work specific to UI. Really hoping you keep posting videos like these
@JayShippeyАй бұрын
For the life of me I couldn't find anyone making a video on this. Thank god for this video
@MansourVFXАй бұрын
just brilliant 👌
@cgDecoАй бұрын
Great tutorial, thank you!
@nxtalex10Ай бұрын
Cool af!
@thomasscott48392 ай бұрын
This is so cool! Though I couldn't help but wonder how it was you accomplished the scrolling geometric shape effect! I was really hoping you were going to speak on how that was made. Maybe a future video??
@joyrok5582Ай бұрын
Epic just released a Tech Art UI course about UVs, this is using polar coordinates and UVs to get there: dev.epicgames.com/community/learning/tutorials/Y4Kb/unreal-engine-using-uvs-for-tech-art-and-ui
@visualmemoryunit__2 ай бұрын
this is such a gem! thank you so much
@matthewlkomar40262 ай бұрын
I didn't know you could use spacers to maintain ratios or about the Common Visual Attachment! So exciting, definitely gonna try this at work!
@gatOlegat3 ай бұрын
i wish there was more info about creating ui materials, litterally nothing out there except for your hard work and epic's awesome material lab, which litterally blows my mind. Also common ui, we really need to more streams from epic about common ui, one short 2 hour introduction is too little. It's desert out there in terms of useful content
@joyrok55823 ай бұрын
I find the Common UI docs are a good start, the content examples actually have a lot of Common UI -- start at 5.4 www.unrealengine.com/marketplace/en-US/product/content-examples?sessionInvalidated=true Of course Ben UI's discord and website are very useful if you have questions benui.ca/ There's also Cody's input Unrealfest talk that is a good resource if you want to know what input is doing under the hood with Unreal and where Common UI comes into place: dev.epicgames.com/community/learning/talks-and-demos/oDox/demystifying-input-in-unreal-engine-unreal-fest-2023 And then there are examples like Cropout and Lyra to study www.unrealengine.com/en-US/blog/cropout-casual-rts-game-sample-project www.unrealengine.com/marketplace/en-US/product/lyra
@gatOlegat2 ай бұрын
@@joyrok5582 Thanks a lot! There is a lot of useful info indeed. Sorry if my question will seem a bit brazen, but do you happen to have a discrod channel yourself? I could use some help with my materials)
@joyrok55822 ай бұрын
@@gatOlegat I'm usually chilling in the WeCanFixItInUI discord, Ben UI's discord benui.ca/unreal/ui-discord/, and the UI Peeps discord. None of my own but even if I'm not around lots of folks there are happy to help answer questions on materials :D and collaborate solutions
@gatOlegat2 ай бұрын
@@joyrok5582 Perfect, I really appreciate all of your contribution, help and support, thanks a lot. You are a real pro!
@Kiloku23 ай бұрын
Awesome guide! What's the Common Visual Attachment for? I've never used it and I don't get what it does. Edit: I hadn't finished watching and when you mentioned it the second time I got it 😅 I think I could put it to use a lot more!
@ПавелГунаев3 ай бұрын
Is there an option that would also work with non-square textures? This one duplicates along the axes
@joyrok55823 ай бұрын
The sword texture in the video is not a square texture, it's a 2:1 ratio, that's why it grabs the texture size and scales to the x/y of the texture coordinate. Does that help answer the question?
@pandajumper3 ай бұрын
😎
@Ce-si2bu3 ай бұрын
I use the things that you show on a regular basis, so I thank you for this wealth of knowledge sharing :D
@gatOlegat3 ай бұрын
you could also use absolute(abs) after substructing 2 ceil values, but other than that, your methoud is outstanding!
@joyrok55823 ай бұрын
yes totally! I love looking at my old stuff here and seeing where the math could be cleaner, I absolutely (har har) like to see the growth I've learned with my comfort on math
@Anthony0Mcloughlin3 ай бұрын
Great tutorial and explanation, really helpful! Did you figure out how to stop the start and end points of the gradient map from glowing when the line trace is further along the gradient map? I've just followed your video and my material is looking great apart from the start and end points look a bit glitchy.
@joyrok55823 ай бұрын
I would triple check the the texture and make sure there's no black or white near those areas, the bleeding I found was reduced by making a thicker glow line and a thinner crop, and also making sure it's exactly 0 and 1 at the edges of the glow layer
@Timtowtdi-oop4 ай бұрын
Thank you! This is exactly what I needed. Keep up the videos.
@pus5yking2355 ай бұрын
Insane channel!!!
@navidtbt3985 ай бұрын
Thank you it was amazing.
@TaylorDaleWright5 ай бұрын
I'm so excited to dig into this. Thank you for putting this presentation together. Were there any resources that helped you get up to speed with these systems while you were working on this?
@joyrok55825 ай бұрын
Just the main documentation :D
@secoif6 ай бұрын
Great video, thank you.
@Xperto_6 ай бұрын
How important is it where you place the PostBufferUpdate in your widget hierarchy?
@joyrok55826 ай бұрын
It's pretty critical to the feature but there is a checkbox to just sample the game scene if that's all you are doing
@Xperto_6 ай бұрын
@@joyrok5582 thank you!
@CrouchingTigger6 ай бұрын
Thanks for this! Great overview :)
@Mireneye6 ай бұрын
Ohh I imagine a lot of people have been wanting to have good ways to do this for a long time!
@bishwajit19966 ай бұрын
!! Amazing !!
@AmbiguousAnalogy7 ай бұрын
More like this please! :) Really informative content, thanks a bunch!
@AmbiguousAnalogy7 ай бұрын
Hope you get this message, but what an amazing channel you have! Thanks for all of this effort!
@riccardo_torrisi7 ай бұрын
Your materials are my main source of learning! Thank youu!
@thamass87727 ай бұрын
Great tutorial thanks :)
@pandajumper8 ай бұрын
姐姐好酷啊!
@plagues908 ай бұрын
Hi, awesome content! doing it in After Effects is so simple that I couldn't imagine you need to do/think all of this
@joyrok55828 ай бұрын
Haha imagine game engines are more a direct access to the graphic card ;) so it's not necessarily the most user friendly but what you can do is quite incredible and more than just after effects. But sadly that means math xD which I'm slowly getting better at but always learning.
@RisingSunTheGame9 ай бұрын
Hi. U can make tutorial? Or maybe i can buy it?
@joyrok55828 ай бұрын
Should be found here you can grab it: dev.epicgames.com/community/learning/tutorials/6GjP/unreal-engine-ui-useful-materials Or you can check out the UI material lab that has an example: www.unrealengine.com/marketplace/en-US/product/ui-material-lab
@RisingSunTheGame8 ай бұрын
@@joyrok5582 Oh, Thanks)
@m3makesgames9 ай бұрын
this is fantastic, thank you, I cant wait to start using these techniques in game :D
@NotFound9 ай бұрын
whoa nice
@Ce-si2bu9 ай бұрын
Super cool thank you!!!!
@DJMemeboy9 ай бұрын
Looks awesome!
@bishwajit199610 ай бұрын
This is amazing !
@xhammy617410 ай бұрын
If you don't mind doing 4 texture samples instead of one or two, sampling the mip with a 4 tap gaussian filter can greatly mitigate the boxy artifacts of bilinearly sampling higher mips. I don't think UMG provides a way of getting the resolution of the current mip (or the two you're trilinear filtering between) which might make that harder.
@Maxwelliswho10 ай бұрын
You rule Joyrok, I really liked seeing your entire process through this particular video - Great explanation of mips - to showing examples/use case - to the materials - and the set up in umg/bp. Thanks again, extremely helpful
@A1tairAquilla10 ай бұрын
This looks great!
@LeeringDeer11 ай бұрын
your stuff should have more views, it's really good!!!
@takethedoughnut11 ай бұрын
This was fun to watch! It is cool to see this develop.
@UriahGnu11 ай бұрын
Hi! I actually love this take on the segmented progress bars! I recently backported these from the UIMaterialLab to 5.0.3 and ended up scrapping them after hours of work because as SDF functions they just didn't provide enough utility, I instead just used tiled textures with the stepped gradient function and it works much better for my use case. However, it makes a lot more sense when adding interesting animations like this, and is the only reason I could see using them in production. Keep up the great work, will subscribe!