Unreal Engine 5.3 - Shape & Pattern Generation In HLSL

  Рет қаралды 6,970

renderBucket

renderBucket

Күн бұрын

Пікірлер: 13
@Oleg_UE5
@Oleg_UE5 9 ай бұрын
Watched the whole 17 videos playlist to get into Niagara HLSL node, but got much more then expected! Many thanks. Now I feel I can do much more interesting stuff.
@jeggie
@jeggie Жыл бұрын
You are one in a million. Just phenomenal work. Thank you!
@VRDivision
@VRDivision 5 ай бұрын
learning this made me reaaaaaallly happy! thanks man
@ahmedshakib3883
@ahmedshakib3883 Жыл бұрын
Really nice , I had no idea you could do this in the material editor , I can't wait to give it a try.
@Jody-i1j
@Jody-i1j Жыл бұрын
For the last pattern, I didn't like the "dead time" of the solid colors being shown. It is still the same pattern, but I removed the negative value of the circleRadius from the sin by adding 2 consts and a lerp: const float lowLimit = 0.1; const float upperLimit = 0.7; uv = frac(uv * 10); float circleRadius = lerp(lowLimit, upperLimit, sin(time)); bool pattern = (int(floor(length(uv - 0.5) / circleRadius)) % 2) == 0; return(pattern ? float3(1,0,0): float3(0,1,0));
@DominikMorse
@DominikMorse Жыл бұрын
As always, amazing job!
@MatteoPapiro
@MatteoPapiro 8 ай бұрын
Hi I need to create a cone shaped shape and this cone must take the shape of a texture this texture must be scaled in size based on a scalar parameter
@bencsizy2559
@bencsizy2559 Жыл бұрын
Very interesting! One question though. Is it cheaper to use HLSL to generate wood or floor or fabric pattern through shader code, than to use a texture for them? Using HLSL would free up a lot of RAM and disk space too, especially if you need many variations for them, but would it actually be cheaper?
@DailyPaily
@DailyPaily Жыл бұрын
In theory, yes.
@hydeman75
@hydeman75 5 ай бұрын
I've an error for the fractal part in unreal 5.4 saying that in the last part the float(i) in float(i) / float(iter) is undeclared but the fractal appear in the preview of the custom node
@喵星人的涂鴉
@喵星人的涂鴉 3 ай бұрын
// Maximum Calculation/Iterations const int iter = 64; // Mandelbrot UV Position float2 c = uv * 3 - float2(2, 1.5); // Starting Position float2 z = c; int i = 0; // Loop To Draw The Mandelbrot for (int i = 0; i < iter; i++) { // Update using Mandelbrot formula. z = float2(z.x * z.x - z.y * z.y, 2 * z.x * z.y) + sin(c + time); // Check if distance from center exceeds a value. if (length(z) > 2) { // Stop exploration to save time. break; } } // Calculate Mandelbrot Value on number of Iterations float mandelbrot = float(i) / float(iter); // Output Result return float3(mandelbrot,0,0); // Return Red.
@renderbucket
@renderbucket Жыл бұрын
3 Free Code Examples On The Patreon. Check it out! www.patreon.com/posts/90973013 Full Patreon Members Get PDF + 25 Code Examples.
@Omid.zomorodinia.1990
@Omid.zomorodinia.1990 Жыл бұрын
Hi.can you make a tutorial about how to use pivot painter 2 in houdini with speed tree models or any other foliage assets for using in ue5 please?i really appreciate it
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