great series and explanations, i'm learning alot, please keep going. Thank you
@jessin39327 ай бұрын
This video series and your website have both been such life-savers. You're a great teacher and your explanations are incredibly clear and helpful. Thanks for all the hard work you do!
@dxmissile2 күн бұрын
amazing vid man, thanks for these
@unruliestcat8 ай бұрын
Thank you so much for this awesome series!
@DamonPowell-s5v2 ай бұрын
Found the last part with tesselation super helpful, your a super star!
@Ambo1006 ай бұрын
One thing I think that is missing is that the Wind Speed and Wind Strength properties should be set to see anything. Otherwise another great tutorial, thank you.
@everything-bagel2 ай бұрын
Yea this threw me off a bit as well. If you check the sample project he: (A) Puts the Wave Material on a *Plane* object (C) Uses Wave Speed *1* and Wave Strength *0.508*.
@rodrigoappelt14089 ай бұрын
awesome series! it would be interesting to see the hacks to implement compute buffers and custom structs in HDRP shadergraph in the future
@darkanviii21829 ай бұрын
Thank you so much! This is really interesting and helpful. You are explaining very well!
@NicolasColaleoDev9 ай бұрын
the legend is back!
@tolgakonat18859 ай бұрын
hey! i love your series! keep going
@danielilett9 ай бұрын
Definitely planning on making more parts of this series!
@andresbocchigliere32279 ай бұрын
Awesome to hear that man! Greetings all the way from Argentina@@danielilett
@simoncodrington6 ай бұрын
This one was great mate, cheers ❤
@moe-nl9sf8 ай бұрын
Thank you so much, this is great! Hope you keep going
@FruitBK9 ай бұрын
Awesome!!
@angelovildasol2325Ай бұрын
Any chance you could make a tutorial for this? Or a link to a tutorial?
@anonymousme357121 күн бұрын
what do i do if the mesh i want to use this on has typical standard shader properties like albedo - metallic - occlusion - normals - height - etc.?
@DinoDev_OG4 ай бұрын
How would i update the mesh to the new normals
@carlosisturiz9175 ай бұрын
I'm new to Shader Graphs, and I wanted to ask, if I wanted to apply this vertex deformation to a sphere, so that it's surface undulated like that, what should I do?