NICE, now I understand, also the fog looks stunning, really nice use of the hueshift :D
@PrismaticaDev3 жыл бұрын
Thanks as always Alejandro :) Hope it comes in handy!
@TheShroomAdventures3 жыл бұрын
That little diagram at 2:48 really helped me with the understanding of it and how it works. Brill work mate!
@PrismaticaDev3 жыл бұрын
MS Paint coming in clutch as usual! 😅
@UnderfundedScientist2 жыл бұрын
I knew I had seen this somewhere and couldn't find it or the correct wording for search and finally got it with hue shift and I'm so glad
@shallic42982 жыл бұрын
I haven't searched many questions,but I always found what I want in your channel, thank you so much.
@Jukerlaw3 жыл бұрын
One time, I used this node in my project just to recreate the bubble effect, combining this node with fresnel, i created fantastic bubbles.
@PrismaticaDev3 жыл бұрын
That's genius! I'm going to have to try that myself :)
@nicholasbrown50133 жыл бұрын
Like emulating the oily reflection? That’s clever!
@Jukerlaw3 жыл бұрын
@@nicholasbrown5013 I use the hue node to create a rainbow effect on the edge of bubbles, combining it Fresnel and UV tiling, it makes the bubbles more colorful and realistic under light or rays.
@nicholasbrown50133 жыл бұрын
@@Jukerlaw thank you!
@MisforMicah3 жыл бұрын
Super helpful! I'd really only used the hue shift node to change the look of textures before but this gave me a much better understanding of it.
@PrismaticaDev3 жыл бұрын
I love that there are hundreds of different ways to use simple nodes - glad this helped you understand it better :)
@johnmannp2 жыл бұрын
Thank you for this!
@laper_3d Жыл бұрын
Genius! thanks so much for this video!👏👏
@AnderBRO22 жыл бұрын
poppin in to mod a game, and i just want to say i enjoy your background music
@irenehouward74342 жыл бұрын
very helpful! thank youu
@Dantheon2 жыл бұрын
Fantastic tutorial!
@matteckenrodt3 жыл бұрын
Amazing :) Will you be creating an updated tutorial on the new fog? I'd love to know more about using the sun position to control the color.
@PrismaticaDev3 жыл бұрын
Yeah I reckon I will at some point! Although my game is a little hacky since the Sun is always at the origin of the world so the calculation is different.
@matteckenrodt3 жыл бұрын
@@PrismaticaDev oh I see. Hacks are cool though as they make your project more unique;) Also I just joined your Discord server and posted in “get help” about an issue I’m having with the Post Process fog and how it’s affecting some meshes in my scene if you have a second to check it out. If not, no worries I’m sure someone else will help! Thanks for the reply
@matteckenrodt3 жыл бұрын
Nevermind, I watched your Cel-Shading tutorial which shows to change the tone mapping from After to Before which solved the issue!
@yellowduckgamedev2 жыл бұрын
I think you could use this in a celshader to get more natural looking shadows.
@hotnaka90162 жыл бұрын
Amazing as always, I have a question: How would you make the radial sine node to have thicker white and thinner black radial stripes and to have controllable parameter over sharpening and blurring the radial sine waves and finally to adjustable/randomizing distance between the black and white radial sine? Hope that makes sense.
@BernhardRieder12 жыл бұрын
How to create a HUE control on each individual channel of an RGB Texture map?
@jayagusto94092 жыл бұрын
Is there any node in unreal that is like color ramp I'm blender?
@PrismaticaDev2 жыл бұрын
I believe it's a Curve Atlas in Unreal - have a google and you'll find some info :)
@polyhedralgames3 жыл бұрын
Apologies for the Ø
@PrismaticaDev3 жыл бұрын
Hahaha if only the RuneScape font had an "Ø" :P Thanks so much for joining the patreon!
@nicholasbrown50133 жыл бұрын
Another awesome tip! Is that pp distance fog or is there a way to use materials with exponential fog?
@PrismaticaDev3 жыл бұрын
It's just pp depth-fog but with the colour being determined by some math that create an arc from the Player to (0,0) where the sun is located in my world :)
@nicholasbrown50133 жыл бұрын
@@PrismaticaDev ah cool. You may be able to do fun stuff using the environment light vector mat function as well. Thanks for so much good content. Definitely one of the best resources I’ve found in a while.
@PrismaticaDev3 жыл бұрын
@@nicholasbrown5013 Definitely! I did try with it, but decided on the Player->Sun method because it's a top-down game and means the cool colour-split is visible all the time haha. Really appreciate the kind words :)
@nicholasbrown50133 жыл бұрын
@@PrismaticaDev yeah that makes perfect sense! Bringing variety to depth fog is super important. I need to implement it at a large scale (fps and play area is 4x4km). Tips like this are really handy. Need to figure out how to add noise to it as well, even if it’s minor.