Smoothstep - Shader Graph Basics - Episode 15

  Рет қаралды 26,185

Ben Cloward

Ben Cloward

Күн бұрын

Пікірлер: 32
@vy1w1yv
@vy1w1yv Жыл бұрын
Ben, your decades of industry experience are much appreciated. Thanks for sharing.
@thaylanoliscovicz9051
@thaylanoliscovicz9051 9 ай бұрын
PURE GOLD. Thank you for the effort you put in these videos!
@ptimozf8743
@ptimozf8743 2 жыл бұрын
i've been looking at these dissolve step by step tutorials not having a clue whats going on, so i decided t watch this and i immidietly know whats going on , understand how to control it and understand it to the point i can now experiment with it on my own, spectacular video
@Galathea000
@Galathea000 7 күн бұрын
This channel is amazing !
@eggZ663
@eggZ663 3 жыл бұрын
Very cool explanation, I never knew what this node did and now I see a million times I could have used it!
@callmeray7705
@callmeray7705 3 жыл бұрын
In case you don't know you can zoom past 1:1 in unreal by holding controll. :) I can see fine just thought it will help. Also I'd prefer rounding over distance for next week
@BenCloward
@BenCloward 3 жыл бұрын
Ooh - no, I didn't know that. Great tip! Thank you for sharing!
@antonovivan3008
@antonovivan3008 Жыл бұрын
Hey, Ben. Thank you for all of your tutorials. It’s the best thing on the whole KZbin I have seen so far. One little question. Why do you usually use math like add 1 to remap value range from -1,1 to 0,1 instead of using the remap node? Is it better for performance?
@BenCloward
@BenCloward Жыл бұрын
Yes, that's right. The remap node is designed to handling remapping any range to any other range. This means that the math required is just a little bit more complicated. Because I'm remapping one known range to another known range, I'm able to simplify the equation and use a faster method.
@AlfredBaudischCreations
@AlfredBaudischCreations 2 жыл бұрын
13:34 where does 130 comes from? I mean, how does it make the range go from 0 to 1? I tried tweaking the number but I still don't understand why the number 130 works here :(
@BenCloward
@BenCloward 2 жыл бұрын
That's a value in centimeters that's shifting the origin point from the center of the cube to the ground. It represents about half of the height of the cube.
@AlfredBaudischCreations
@AlfredBaudischCreations 2 жыл бұрын
@@BenCloward Thanks a lot! I understand it now! Btw you should have some premium product, course or even a place where we could donate/be a Patreon to support your work :) All your playlists are so valuable, thanks for the content!
@Lesli33333
@Lesli33333 Жыл бұрын
@@BenCloward Sir the Cube height is 100 and the half 50 so the 130 ? how to calculate
@dmitrys.4170
@dmitrys.4170 3 жыл бұрын
Thanks for another great video! I would prefer length and distance.
@GARIKDoroshchuk
@GARIKDoroshchuk 3 жыл бұрын
Thank you for the video. length and distance
@emmanuelrenquin2567
@emmanuelrenquin2567 2 жыл бұрын
Hello, I have a question on the Unity example. So the sin(time) goes from -1 to 1. You divide by 2 so it goes from -0.5 to 0.5, add one and it becomes 0.5 to 1.5. Then you on edge 1 you substract 0.5 so the range becomes 0 to 1, and on edge 2, you substract 0.47 so the range is 0.03 to 1.03 which means edge 2 may go beyond 1. Shouldn't we substract 0.53 for example ?
@YASIR.K
@YASIR.K 3 жыл бұрын
Thank You, Ben.
@dzmitryyafimau7647
@dzmitryyafimau7647 3 жыл бұрын
I've been watching your videos for a while and they helped me to understand a lot of cool concepts. Thank you for sharing your knowledge! Now I'm confident to dive into the TechArt side of things instead of waiting for somebody to help me figure out the way to do something. I vote for Distance and Length. Also, there is one crucial thing regarding everything you teaching about and that is performance. I've managed to optimize shaders and functions by using your tips by a significant margin, but it would be great if you'd explain to us how costly a certain technique is going to be. For instance, is it a good idea to put this Smoothstep node anytime and everywhere or we should be careful and only use it when absolutely necessary? Does it forcing the CPU to do a lot of extra calculations or is it somehow implemented in the GPU logic to perform as cheap as Saturate? (I guess not though)
@JhebadiaSprunklefunk
@JhebadiaSprunklefunk 3 жыл бұрын
Great stuff! I vote distance & length next :)
@XieJiJun
@XieJiJun 3 жыл бұрын
Thank you.length and distance pls.
@hongrenyan9589
@hongrenyan9589 3 жыл бұрын
Thanks for another great video!
@PiPiCatStudio
@PiPiCatStudio 3 жыл бұрын
i just google smooth step and you make the tut!!!thank you
@Chacobo
@Chacobo 2 жыл бұрын
I was hard stuck a whole day trying to sync up additional masks/ lerps with the dissolve effect. The problem was that the things that pass through SmoothStep are actually inverted, i.e. when Time * Sine = 0, SmoothStepMin = 0 and everything passes through (which looks like Time * Sine = 1). So If you use the same time node for other stuff it won't work. You'll have to do a OneMinus somewhere. Hope this helps someone.
@AaronZhai
@AaronZhai Жыл бұрын
love you, sir
@antoniosuarez7881
@antoniosuarez7881 Жыл бұрын
Thanks, grate tutorial
@RoniStudio
@RoniStudio 2 жыл бұрын
Thank you sir. It's very useful
@denisshafikov437
@denisshafikov437 2 жыл бұрын
Very nice explonation but why u don't use channel mask node in SG instead using swizzle node?
@BenCloward
@BenCloward 2 жыл бұрын
Lots of different ways of doing that. I just have a thing for the swizzle node. All methods should give you the same results. So use the one you like best.
@Lesli33333
@Lesli33333 Жыл бұрын
Hi Sir how to use one constant control the Dissolve
@dmaw5135
@dmaw5135 3 жыл бұрын
ur da best ben
@waltage
@waltage 3 жыл бұрын
wow like color ramp
@vietcyco5726
@vietcyco5726 3 жыл бұрын
Cell shader like genshin impact game tutorial ply sir!!!!!!!!!!!!!!!!!
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