You have no idea how excited I am to have found your channel. You explain things in a way my brain learns best.
@abcqer5553 жыл бұрын
Really great explanation. Very clear and very easy to follow and listen to. You got yourself another subscriber good sir!
@PrismaticaDev3 жыл бұрын
Cheers Paul :) Glad to have you with us!
@manonthedollar Жыл бұрын
Subscribing for these five-minute materials!
@raisgamesnz325 Жыл бұрын
Great tutorial!
@Fokkusu3 жыл бұрын
oh my I didnt know how cool the time node is :D, ty ♥
@PrismaticaDev3 жыл бұрын
I didn't know how cool YOU are ;) All good! More than welcome :)
@VickySharma-hd9if3 жыл бұрын
i loved you explanation brother. amazing stuff
@basedbukkakeman78923 жыл бұрын
do the needful and take a shower, sir. love from pakistan
@xabunoxx28503 жыл бұрын
Oh wow, I’m going to use this to make my fires glow flicker!
@PrismaticaDev3 жыл бұрын
Perfect! You could even overlay Sines of different periods for a bit more randomness
@PrimordialStrange3 жыл бұрын
SOoo Nicely Explained :)
@MarageDev3 жыл бұрын
Hey, this video is awesome, greatly explained, now I'm gonna use the Time Node !
@PrismaticaDev3 жыл бұрын
Awesome to hear :) Glad you found it entertaining and educational
@guilhermenaco2 жыл бұрын
Thanks man!
@Leniv_i_Bezdaren17 күн бұрын
hello, is time node performance heavy and is it in any way simmilar to blueprint tick?
@PrismaticaDev17 күн бұрын
Shaders are calculated and run every frame regardless - Time is just the Time in seconds since the start of the session which is a globally accessible variable. So no, the Time node is just a variable and doesn't actually process anything :)
@Leniv_i_Bezdaren17 күн бұрын
@@PrismaticaDev Thank you very much for your answer !
@macxike3 ай бұрын
Nice tutorial as always. So is each time node consider a tick? If a material has 3 time nodes, does that mean it also has 3 tick timers? If so, is that considered to be an expensive node?
@PrismaticaDev3 ай бұрын
Shaders are always run "on tick" in a sense - the rendering process for every shader happens every single frame. The Time node is more like accessing a global variable than actually executing anything.
@PrismaticaDev3 ай бұрын
Also, when you have multiple nodes doing the exact same thing the shader compiler will simplify that in to 1 local variable so that instruction only gets processed once
@macxike3 ай бұрын
@@PrismaticaDev Thank you for following up. That's really insightful to know.
@passtarplus Жыл бұрын
I have a question. I am running into an issue where if I change the scalar parameter that is being multiplied by time in blueprint during runtime, then time seems to go exponentially faster. This happens even if I reduce the multiplier back to say 1 or 0. This is making it really difficult to use the time node without preset values. Do you have any tips on that?
@PrismaticaDev Жыл бұрын
Great question! The reason that happens is because time is just the session time - the longer the session is active, the higher the value. So if you’re 1 second in to a session and multiply by 2, the difference is 1. However if it’s 1000 seconds in to the session and you multiply by 2, the difference is 1000. To combat this, you’ll likely want to manually increment a number in a blueprint somewhere. So adding some number to a variable on tick, and then to change the speed you’ll change the number that is being added. If you’re working with a panning texture, you’d add a direction (2vector) instead of a float.
@passtarplus Жыл бұрын
@@PrismaticaDev Thanks so much for your explanation! That makes perfect sense! I did end up creating "Fake Time" via a Timer component that controls the speed. I have a follow-up question. Why does it work if I have a unaltered multiplier placed in the time node? Wouldn't that cause the same issue? From my experience, if I leave an unaltered multiplier, time does go faster, but it doesn't exponentially scale up. Is the idea that it is doing the same thing, but visually it isn't being perceived that way since the increments are all uniform?
@PrismaticaDev Жыл бұрын
Yep, the increments are all uniform so the effect moves at a constant rate. If you alter the multiplier it will also be constant, the only problem is when you -gradually- alter the multiplier@@passtarplus
@passtarplus Жыл бұрын
@@PrismaticaDev Thanks so much for the answer!!!
@eldany_uy2 жыл бұрын
Hey! thanks for your material tuts!! I have a question about time node. is it possible to reset it on runtime? how do I control the material to make time start running or start from 0 on some event?
@eldany_uy2 жыл бұрын
wait..will reply myself lol....in that case I will just avoid time node, then use a float parameter and control the time value of that float just in blueprints :)
@PrismaticaDev2 жыл бұрын
You could also send the “start time” as a one-off blueprint setting and then subtract that from the Time node to get a timer inside the material without needing to set a parameter on tick :)
@eldany_uy2 жыл бұрын
@@PrismaticaDev may you make some easy example of that? :)
@WorrilessChris11 ай бұрын
noob question, why did you use the R channel when you added to time? Is there a difference between using the R, G, or B channels in this instance? Or are they all the same because its black and white?
@RohanCreation59 ай бұрын
Hi, I have a Question i have Used a radial gradient with time multiplied with time - Oneminuse to Fade in and Out my radial but the problem is i want to control the speed of time so how can i do that 😅
@RmaNYouTube2 жыл бұрын
by adding textures, you basically made a time machine in 2D UV Space 😁😎
@paniot84143 жыл бұрын
Perfect to use as a lighthouse beam. Or whatever with lights flashing. So, can it be used as alternative way to rotate an object, instead of rotator or I am wrong? Thanks for your lessons. I've just started learning UE, and this is so freaking fascinating lol. Can't tear my ass off my pc.
@PrismaticaDev3 жыл бұрын
You could definitely use it to rotate an object entirely in the shader, or even just a very bright emissive texture! UE4 is such a big engine, there's so much to explore haha. If you need a hand with anything don't forget to join our Discord :)
@paniot84143 жыл бұрын
@@PrismaticaDev thanks! I've already joined ;) Definitely I'll need a lot of hints. I'm going towards of creating a 3rd person mmo survival, with endless world
@PrismaticaDev3 жыл бұрын
@@paniot8414 Unreal Engine 5 apparently will have some awesome features for huge worlds, so I'm sure it's definitely going to be doable!
@paniot84143 жыл бұрын
@@PrismaticaDev what I really do regret now is that I haven't started learning UE years ago. But I could and should have better done that long time ago. Anyways, never is too late lol
@PrismaticaDev3 жыл бұрын
@@paniot8414 it's never too late to start learning :) Game design is something you can apply all of your previous skills to as well
@wortnes3 жыл бұрын
Cool!
@PrismaticaDev3 жыл бұрын
You're cool xoxo
@Elmarath2 жыл бұрын
You have great textures for testing would you be so kind to share?