Material Editor Reference 53 - UVs - Tiling
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Ай бұрын
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@AG_Druid
@AG_Druid Сағат бұрын
Just come across you mate and glad I did you are great
@Abhishekkuru
@Abhishekkuru 5 күн бұрын
aeag? btw nice tutorial thanks
@cr3ap3r1
@cr3ap3r1 7 күн бұрын
Sweet. Thanks Tharlevfx.
@MultiLock0n
@MultiLock0n 8 күн бұрын
Very handy, thank you.
@CaptainChubbyDuck
@CaptainChubbyDuck 10 күн бұрын
Hey awesome tutorial! Just what I need for my vines/ roots in my game :D I was wondering how you made the vertex colors setup? You used a gradient to set the vertex colors right? So you want the vertex colors to be different across the entire root/ tentacle mesh? Not only the tip (where it gets thinner)? Thanks alot
@tharlevfx
@tharlevfx 10 күн бұрын
@@CaptainChubbyDuck I just hand painted them in Maya but I also have a script that does a gradient from a point which is useful for foliage vertex painting
@tehf00n
@tehf00n 10 күн бұрын
Back when I was a flash developer I made the first 3d cubemap viewer. So anytime I see a cubemap in crossform it takes me back. It was a lot more difficult back then as I had to implement a 3d engine :D
@tharlevfx
@tharlevfx 10 күн бұрын
its great how we're still using really ancient tech to solve modern problems - nothing ever gets thrown away, we just learn new techniques :)
@27N.
@27N. 10 күн бұрын
cool
@netrarajpun
@netrarajpun 17 күн бұрын
Hey, is there a way to add drop shadow or ambient to this vertex paint mask?
@tharlevfx
@tharlevfx 17 күн бұрын
you can use some shader math to calculate an edge normal from the heighmap, which will give you a shadow effect, based on lighting. similarly you could create a darker AO pass layer and then use the same mask logic to paint where that is placed. i cover this in more depth in my paid material courses
@muhammetemirbulut6511
@muhammetemirbulut6511 19 күн бұрын
so good
@Ethan-s6k
@Ethan-s6k 20 күн бұрын
Thanks! Recently, I have been confused about scene depth, pixel depth, and custom depth.
@lukegordonharris
@lukegordonharris 25 күн бұрын
Aaaaah so grateful to you :D just prepping an introductory video and this was such a good explanation that I can link to!
@Vesperele
@Vesperele 27 күн бұрын
Needed this exactly right now! both the texture resources but it’s so great to have those “you needed to hear this” talks from people who’ve been there (in this case the big one was “you don’t need to do it all at once and you don’t need to make a finished piece”) Without being in industry with a lead watching over me it’s people like you who keep me going in my self learning. Thank you 🙌
@prrrszalony
@prrrszalony 27 күн бұрын
This is awesome. Bought the whole package. What would be great is a tutorial on the new cool toy - niagara data channels. I would put Grid2D and Grid3d in title for SEO reasons ;)
@Vesperele
@Vesperele 29 күн бұрын
A cinematics course sounds amazing! The niagara course has already been helping me so much
@Andrew-Wardle
@Andrew-Wardle 29 күн бұрын
Is there any reason you favor ConstantBias over saturate ?
@tharlevfx
@tharlevfx 29 күн бұрын
@@Andrew-Wardle they do different things - saturate clamps the values. Bias scale changes the range
@hannantonova
@hannantonova Ай бұрын
Great tutorial, thank you very much!
@avilaomar74
@avilaomar74 Ай бұрын
I paid for this now is free
@YuuJer
@YuuJer Ай бұрын
how do you rotate a world position by actor orientation?
@RedfxArt
@RedfxArt Ай бұрын
Transform from local to world and subtract actor pos. Or transform by 3x3. Or rotate about axis. Etc
@YuuJer
@YuuJer Ай бұрын
@@RedfxArt yeah i tried the matrix, but it didn't work with this raymach thing i was usin
@cr3ap3r1
@cr3ap3r1 Ай бұрын
Hey Tharlefx. I understand when and why you would use a Xspace to Worldspace transform, but I'm having a hard time understanding why you would use any other type of transform(Xspace to Xspace thats not Worldspace). Could you provide some examples?
@borkoaleksic3629
@borkoaleksic3629 Ай бұрын
Any node that returns pivot point of object-instance (when type is instanced static mesh)?
@tharlevfx
@tharlevfx Ай бұрын
@@borkoaleksic3629 try running the object position node through the vertex interpolator
@cr3ap3r1
@cr3ap3r1 16 күн бұрын
See reference #34
@LuisRodriguez-gi9po
@LuisRodriguez-gi9po Ай бұрын
Maya has a new tool called sweep mesh, it's for working with curves, and it is amazing. You don't need to use the extrude anymore. I truly recommend everyone to check it up
@karrrsten9358
@karrrsten9358 Ай бұрын
Hey thanks for the great explanation! I'm currently trying to expand the functionality so it supports multiple light sources partially created at runtime (all spotlights in scene for example) via the AvoidCone module but that seems tricky do you have any suggestions? So far my only idea is to make a custom AvoidMultipleCones module but that doesnt seem too trivial with how the blueprint module editor handles arrays and parameter maps though I'm still learning. Maybe I'm not seeing the easy solution here... Thanks in any case :)
@tharlevfx
@tharlevfx Ай бұрын
does it need to support multiple lights at once or just the nearest of a few? could be you use a blueprint to find the most approaritate light in the scene and just pass the data from that to the niagara system. alternatively you could write something like AvoidMultipleCones like you said
@karrrsten9358
@karrrsten9358 Ай бұрын
@tharlevfx Multiple Lights at once but an unknown amount at compile time (1 to 20 realistically), the custom multiple cone module seems to be quite challenging because there aren't many for loop functionalities in Niagara maybe I'll have to think of something completely different
@doon4
@doon4 Ай бұрын
Best shader math content on youtube, thank you man! saving lives out here
@Real_ikegold
@Real_ikegold Ай бұрын
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@Real_ikegold
@Real_ikegold Ай бұрын
Nice video
@Real_ikegold
@Real_ikegold Ай бұрын
Let’s make your Udemy course the number one choice for learners. I've gone over it, I would be a great help to your course, bringing you real-time students with positive comments, and five star rating. Take a step for your interesting course!
@CorporalDanLives
@CorporalDanLives Ай бұрын
I feel like Vertexinterpolator is the most powerful node in existence for optimization, I use the hell out of this one whenever I do VR games!
@MultiLock0n
@MultiLock0n Ай бұрын
Incredible. I hate vectors.
@fran.fndz.techart
@fran.fndz.techart Ай бұрын
You can also use local instance position right?
@CorporalDanLives
@CorporalDanLives Ай бұрын
@@fran.fndz.techart I use PerInstanceRandom, I also remember setting up a blueprint to randomly assign random values to custom primitive data, though I can't remember why the heck I needed that. That trick he shows totally would have come in handy when I was using foliage about 5 years ago, never was able to get around it!
@villemviitmann6577
@villemviitmann6577 Ай бұрын
What to do if i have this smearing in fortnite??? I have an amd gpu and cpu and have always thought theyre the culprit since theyre infamous for being less supported by fortnite and i even had to downgrade my drivers for the game to work. Atleast the game gave me the error so i didnt have to look for it myself.
@Real_ikegold
@Real_ikegold Ай бұрын
Nice video
@vegitoblue2187
@vegitoblue2187 Ай бұрын
Does this have Android support?
@poopingducks
@poopingducks Ай бұрын
THANK YOU! My god you helped me out knee deep into a project.
@cedricj5476
@cedricj5476 Ай бұрын
Wish I had a teacher like you when I was younger, great stuff, thanks a lot
@mrxcs
@mrxcs Ай бұрын
I'm trying to do like a growing root attack
@amulet-studios
@amulet-studios Ай бұрын
Love your vids. Great series.
@SergeyMaryshev-i5g
@SergeyMaryshev-i5g Ай бұрын
Hi , I have two combined walls (static mesh), each with its own UV. I created a mask for the UV for each wall. Can I merge (combine) these masks so that they each fit onto their respective wall (static mesh)?
@tharlevfx
@tharlevfx Ай бұрын
@@SergeyMaryshev-i5g sounds like you either want to use a second uv set specifically for those two walls, or use a projected texture
@VictorTemitope-p6u
@VictorTemitope-p6u Ай бұрын
Hello Friend I'm Victor, I specialize in helping Udemy instructors enhance course visibility and engagement. I'd love to connect and discuss strategies to boost your course's success
@ODoutorRL
@ODoutorRL Ай бұрын
Thank you so much!! I made some particles and I don't know why they increased in size with distance. I didn't find any solution. Only your tip helped me correct the size.
@GunBuadam
@GunBuadam Ай бұрын
The way you write “x” scares me. But otherwise super informative!
@tharlevfx
@tharlevfx Ай бұрын
@@GunBuadam haha. Is it a curly x? It’s to make it different from x as a multiply symbol.
@jigneshghelani3559
@jigneshghelani3559 Ай бұрын
so informative video
@mad-vfx
@mad-vfx 2 ай бұрын
Thank you for the mention <3
@chutneystudios
@chutneystudios 2 ай бұрын
Thank you, the understanding that the Map For replaces Map Set was impossible without your help
@Fortunate_Son979
@Fortunate_Son979 2 ай бұрын
OK, so I know how you can make this gradient magic works for foliage painting tool guys. Check this out: Transform vector from World to Instance'n'particle space and use ObjectPivotPoint node(Mesh particle Pivot Location socket) instead of Object Position node and you done. I am pretty much sure this wasn't available in time this tutorial was recorded, but in UE5 this works for me. So Subtract stuff to define vector, then transform from world to particle space, then mask B then everything else.
@scarneck180
@scarneck180 Ай бұрын
Came back to do the same thing. I'm using a regular ISM but I assume it'll work for foliage too since it's the same method. I didn't see that OPP node but I found a much easier way, I just take the AWP -> TransformPosition from WS to IPS -> Mask -> Divide (100) -> Add (0.5). Though I am just using this with cubes so maybe it won't work for other meshes.
@imnotthatmatt6524
@imnotthatmatt6524 2 ай бұрын
Holy shit I wish I could shake your hand right now. I have been searching for literal days for what should be the simplest thing in the world, just making a texture reference the character’s position in any way, and you finally gave an actual answer. I’ve been so frustrated and aggravated, and I actually had to get up and run a few laps when this finally worked, thank you so much ❤
@tharlevfx
@tharlevfx 2 ай бұрын
glad i could help! :)
@mikeelsmore1670
@mikeelsmore1670 2 ай бұрын
Amazing, finally found an answer to my headbanging issue!
@Tank.3d
@Tank.3d 2 ай бұрын
Thank you for this..your doing an amazing Job..!!! Kudos.
@tactilevisions
@tactilevisions 2 ай бұрын
Thanks for the insightful video! Do you know how "dangerous" these nodes are? The "upgrade note" says the node is experimental and should be used with care. Any idea how it could break?
@tharlevfx
@tharlevfx 2 ай бұрын
@@tactilevisions in my experience everything in engine marked experimental usually works but there’s no guarantee it will work in the next version, or in the same way. They’re usually safe to use and only get better over time but epic obviously can’t guarantee that with experimental things.
@tactilevisions
@tactilevisions 2 ай бұрын
@@tharlevfx Got it, thanks
@juanmilanese
@juanmilanese 2 ай бұрын
amazing series
@silvershadowfang
@silvershadowfang 2 ай бұрын
THANK YOU! I used udk like a decade ago and just recently got a new computer. this used to be one of my favorite tools when messing with particles and effects.
@CGCryptid
@CGCryptid 2 ай бұрын
I got this to work, except for some reason its for some reason spawning some of the particles on the white end of the Vertex color first while the rest spawns in the black, leading to it being essentially the inverse of what was happening on yours. any ideas? Essentially its like if i had an inverted mask starting in the center of the mesh, so the spawning starts on the first and last points of a spline with the dead zone in the center.
@CGCryptid
@CGCryptid 2 ай бұрын
I also just realized, forces have no effect on it either
@tharlevfx
@tharlevfx 2 ай бұрын
@@CGCryptid if it’s inverted then you’re probably doing a greater than instead of a less then somewhere. It’s hard to debug without seeing it but just double check each step - it should work
@CGCryptid
@CGCryptid 2 ай бұрын
@@tharlevfx oh my gosh im dumb. i thought i heard you say greater than in the video LOL EDIT: I changed the scratch module to use less than instead, with threshold plugged into A and the mask in B and it gave me the exact same result as using a greater than with the same input setup? Is there a way to clamp the effect so it only happens once? or do i have to just figure out the duration it needs to be?