This video really reminds me of when I was a kid in College in the 90s for software engineering. We actually studied the perlin algorithm from a math stance, never seen it from a graphics / performance stance before. Very cool and looking forward to the rest.
@jdpitt64 жыл бұрын
By far one of the best Tutorials on this on the net. Great job. Now to find the next one.
@hightechnician Жыл бұрын
Ben, you are a treasure to the community. Thank you so much for your work!
@alexanderalikin12104 жыл бұрын
This historical reference style is very useful, keep it up.
@fracturedfantasy2 жыл бұрын
Forget the great tutorial series, I really appreciate the history lesson on Mr. Perlin. I've used perlin noise in the past in AE but never bothered to dig into the background. Very cool, and very deserving of the award. 🥇
@GeraldSnyman2 жыл бұрын
I enjoyed the history too!
@zactyq4 жыл бұрын
Hey Ben, you're a really great teacher! Appreciate the work you are doing
@yanhu2 жыл бұрын
Thank you! No one teaches how to use the Noise before.
@EfeVural3 жыл бұрын
You saved my hours with this great video, Thank you very much
@n1lknarf4 жыл бұрын
Thanks for tackling the material editor's nodes in this way.
@scott_chocolate4 жыл бұрын
Thanks for such a detailed and easy-to-follow explanation! Really appreciate the knowledge you're sharing here!
@lizlin65963 жыл бұрын
Super informative! Thanks for sharing all the knowledge❤️
@GeraldSnyman2 жыл бұрын
Thanks for the great tutorial. You made me really interested in exploring the noise thing more :-) I was actually only interested in simulate the bumps in wall paint over plaster. I did that in Blender, but you opened a whole new venture in texturing. How can I forget what you opened up to me?
@OnigoroshiZero3 жыл бұрын
Amazing video, thank you.
@yassiraykhlf59814 жыл бұрын
Very informative thank you
@hightechnician Жыл бұрын
Just one question: Why does scaling the position vector change the scale of the noise? The abs world pos node gives the absolute world position of each pixel as a vec 3, and the noise node takes this position and runs it through this formula you showed at the beginning? I'm sorry for asking, I should go through it myself, but I don't have the capacity to dig right now :)
@inFAMOUSgagimeister4 жыл бұрын
amazing video! Thanks a lot!
@domenicobezuidenhout1587 Жыл бұрын
How would we go about converting that Material into a displacement map to put on a mesh?
@TheStrandedAlliance2 жыл бұрын
I'm currently trying to do a carbonation effect with bubbles for liquid in a bottle. I managed to get nice bubble shapes with Voronoi noise, but I'm not sure how to control the amount of the bubbles....
@musoke653 жыл бұрын
I have no idea how to thank you!!!
@guillaumemercier3536 Жыл бұрын
I am new to UE and I am looking to make a material feels like paint. Like a wall is painted in grey.
@ethanwasme43074 жыл бұрын
I always divide UV to scale since it's more intuitive to enter positive numbers to increase scale, is this ok to do?
@BenCloward4 жыл бұрын
Yep, that works great too!
@Jake-co7rt3 жыл бұрын
Thanks for doing these vids. They are super-helpful! Is there a way to apply this noise-mapping to a procedural mesh as a heightmap? Maybe by referencing it from the construction script?
@damianm.87362 жыл бұрын
Hi, can it be used for User Interface materials?
@sanketvaria97342 жыл бұрын
Why not cache these patterns if they aren't going to change after being generated? Will reduce lot's of computation.
@BenCloward2 жыл бұрын
Sometimes, reading from a texture is cheaper and sometimes doing the math is cheaper. GPUs are pretty fast at math, but it’s hard to tell if a texture sample will be cheaper than the procedurally generated version. Best way to know is to measure the performance. One downside of reading from the texture is that you can get tiling artifacts, whereas with the procedural version it’s infinite with no tiling.
@0DINN2 жыл бұрын
I dont seem to have a node called "noise" when creating a material. Is this a different type of blueprint?
@BenCloward2 жыл бұрын
Huh, that's weird. I just type "noise" in the search box and it comes up. It's not a blueprint, though. It's a material.
@thewritingwriterof894 жыл бұрын
Is it cheaper to use a texture sample (perhaps made in Substance Desginer) for noise or to use the noise nodes in Unreal? I suppose I could just check this myself by looking at the instruction count using either method, but I'm interested in your thoughts on this in general.
@BenCloward4 жыл бұрын
It's cheaper to use a texture sample, yes - but texture samples aren't 3D (usually), and they tile. That's the main difference. Procedural noise is in 3d space and it doesn't tile.
@thewritingwriterof894 жыл бұрын
@@BenCloward ah, the non-tiling alone is worth the added expense in my opinion. Thanks for the reply! Great channel. Highly informative :)
@ElShotte3 жыл бұрын
Is there any way to adapt this to moving objects? As it is, I have it on an vehicle and whenever the vehicle moves, the pattern shifts.
@BenCloward3 жыл бұрын
Try sample the noise using the object space position instead of world space position.
@ElShotte3 жыл бұрын
@@BenCloward So instead of the "World Position" use "Object Position"? I would still like the material to be random for every different vehicle though?
@BenCloward3 жыл бұрын
How about using Object Space Position, but give the coordinates a random offset for each instance? I think that would work.
@ElShotte3 жыл бұрын
@@BenCloward I cannot. Unfortunately everything I do has to be within the material.
@stormolflak2 жыл бұрын
Thank you a lot
@mahmoudbagherimoghaddam6404 жыл бұрын
your videos are awesome and made me decide to shift from unity to unreal lately i was enjoying a lot with ray marching videos in unity i wanted to know is it simple in unreal to use ray marching techniques?i heard because of complex node system in ue4 custom shaders are harder to make and i think its not easy with nodes system to make raymarching shaders or volumetrics effects
@BenCloward4 жыл бұрын
Yes, you are correct. If you're writing shaders in HLSL or GLSL, you have a lot more flexibility and control - but it's also a lot more work. In the Unreal Material Editor, a lot of work is done for you already - the part that's inside the root node. But it also means you're not customizing that part. So in Unreal, you give up some control for some ease of use.
@Rivandu4 жыл бұрын
great explanation, but that music is making my head hurt
@BenCloward4 жыл бұрын
Thanks for the feedback. I'll avoid that music for future videos.
@dreamingacacia2 жыл бұрын
great informative video, sadly the bgm is a bit too distracting.
@BenCloward2 жыл бұрын
Thanks for the feedback. I toned it down in more recent videos.
@dreamingacacia2 жыл бұрын
@@BenCloward I'll check them out when I have opportunity.
@travisnguyen14753 жыл бұрын
Hi, could you make real wood procedural material in UE. In real world wood cutting will consist of wood ring and long grain. Thank
@JONminiminiME2 жыл бұрын
That music though :/
@PiterTraceurFA2 жыл бұрын
I swear to fucking god this engine is going the be the death of me. I write "absolute world position", there's no node like that. What the fuck. Guess what? You have to write "World position" to get a node that's called "absolute world position". Shit like this is driving me insane.
@BenCloward2 жыл бұрын
I agree - there are a lot of nodes with a mis-match between the required search term and the actual name of the node.