You made this look way easier than other videos I've seen!
@ProjProd6 ай бұрын
Thank you for your comment and for your support bro ! Happy to help 🤩
@alissonkaykydasilvabatista5176 ай бұрын
How could i make a tool that allow to change de exposed material but still be able to edit it properties beside whatever material it is. Like, being able to control the UV tile without having to have all these parameters?
@ProjProd6 ай бұрын
Hey 👋 If I get your question right, you'll probalby need to name parameters the same way in each of your Master Materials. Then expose as a public variable the "Source Material" of the "Create Dynamic Material Instance" node. 🙌
@alissonkaykydasilvabatista5176 ай бұрын
@@ProjProd alrigt thankyou
@95Genesis952 ай бұрын
Hello, could you help me? I’ve created a color wheel widget that allows me to change the color of an actor in-game. I want to combine this with spawning actors, so I had to use the "Make Dynamic Material Instance" node. It works, but the problem is that after spawning the first object, the following ones retain the same color, regardless of the color I select. I think it’s related to the Construction Script, but I’ve tried elsewhere and it never works.
@ProjProd2 ай бұрын
Oh I see what you mean here but I’ve haven’t tried this method in-game ! As you said, Construction Script may be in conflict there. Try to implement within the Event Graph most of the part !
@95Genesis952 ай бұрын
@@ProjProdThanks for your answer; I already found a way to do it. Now, I'm struggling to create an editable cable object that can change color and other properties in-game.
@fscreen785 ай бұрын
If you are not going to replace the texture, Custom Primitive Data is a better choice than Dynamic Material Instance in terms of optimization.
@BlenderDestruction4 ай бұрын
Really? Does it have the same features as a dynamic material instance?
@roy_tanmoy9 ай бұрын
The main disadvantage of "Dynamic material instances" is it is pretty resource heavy . Please correct me if I'm wrong. I'm from linear content creations domain , still we hardly use it. I am trying to find a similar solution but with reasonable cost. Basically I want a overwrite system for material for per instance or per level. I don't want to use multiple material instances or don't want to change the main asset material. Similar to the traditionally cg pipeline where you can edit attribute per shot basis but it won't effect your main asset.
@ProjProd9 ай бұрын
Hey Roy ! 👋 DMI can be resource heavy indeed! Perhaps you can try another method with Editor Utility Widgets or Editor Utility Blueprints. I haven't tried this yet, and would like to check which is more optimized. For each shot, you can call up your Material Instance in the sequencer with the correct tracks to modify and/or adjust your asset's parameter values without affecting the main instance. It takes time, but it works! Perhaps a Python script would also be useful. 😁
@Warakoome5 ай бұрын
Hi. I made a bodycam effect using this video: kzbin.info/www/bejne/a3OciH54oap_nLMsi=97BnCjGMDHEhUSur Is it possible to make a distortion animation so that these values change during the game itself? I tried to create dynamic materials, but I didn't succeed.
@ProjProd3 ай бұрын
Yes, it is! You should be able to adjust parameter values within your master material without having to bring in dynamic material nodes!🦾