The Time Node | 5-Minute Materials [UE4]

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  • เผยแพร่เมื่อ 21 ม.ค. 2025

ความคิดเห็น • 49

  • @kuunami
    @kuunami ปีที่แล้ว +12

    You have no idea how excited I am to have found your channel. You explain things in a way my brain learns best.

  • @abcqer555
    @abcqer555 3 ปีที่แล้ว +4

    Really great explanation. Very clear and very easy to follow and listen to. You got yourself another subscriber good sir!

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      Cheers Paul :) Glad to have you with us!

  • @MarageDev
    @MarageDev 3 ปีที่แล้ว +2

    Hey, this video is awesome, greatly explained, now I'm gonna use the Time Node !

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      Awesome to hear :) Glad you found it entertaining and educational

  • @Fokkusu
    @Fokkusu 3 ปีที่แล้ว +1

    oh my I didnt know how cool the time node is :D, ty ♥

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      I didn't know how cool YOU are ;) All good! More than welcome :)

  • @VickySharma-hd9if
    @VickySharma-hd9if 3 ปีที่แล้ว

    i loved you explanation brother. amazing stuff

    • @basedbukkakeman7892
      @basedbukkakeman7892 3 ปีที่แล้ว

      do the needful and take a shower, sir. love from pakistan

  • @RohanCreation5
    @RohanCreation5 10 หลายเดือนก่อน

    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 😅

  • @manonthedollar
    @manonthedollar 2 ปีที่แล้ว

    Subscribing for these five-minute materials!

  • @WorrilessChris
    @WorrilessChris ปีที่แล้ว +1

    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?

  • @raisgamesnz325
    @raisgamesnz325 ปีที่แล้ว

    Great tutorial!

  • @PrimordialStrange
    @PrimordialStrange 3 ปีที่แล้ว

    SOoo Nicely Explained :)

  • @xabunoxx2850
    @xabunoxx2850 3 ปีที่แล้ว +2

    Oh wow, I’m going to use this to make my fires glow flicker!

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      Perfect! You could even overlay Sines of different periods for a bit more randomness

  • @Leniv_i_Bezdaren
    @Leniv_i_Bezdaren หลายเดือนก่อน +1

    hello, is time node performance heavy and is it in any way simmilar to blueprint tick?

    • @PrismaticaDev
      @PrismaticaDev  หลายเดือนก่อน

      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_Bezdaren
      @Leniv_i_Bezdaren หลายเดือนก่อน +1

      @@PrismaticaDev Thank you very much for your answer !

  • @macxike
    @macxike 4 หลายเดือนก่อน +1

    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?

    • @PrismaticaDev
      @PrismaticaDev  4 หลายเดือนก่อน +2

      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.

    • @PrismaticaDev
      @PrismaticaDev  4 หลายเดือนก่อน +1

      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

    • @macxike
      @macxike 4 หลายเดือนก่อน +1

      @@PrismaticaDev Thank you for following up. That's really insightful to know.

  • @passtarplus
    @passtarplus ปีที่แล้ว +1

    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
      @PrismaticaDev  ปีที่แล้ว +1

      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
      @passtarplus ปีที่แล้ว

      @@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
      @PrismaticaDev  ปีที่แล้ว +1

      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
      @passtarplus ปีที่แล้ว +1

      @@PrismaticaDev Thanks so much for the answer!!!

  • @eldany_uy
    @eldany_uy 2 ปีที่แล้ว +1

    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_uy
      @eldany_uy 2 ปีที่แล้ว

      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 :)

    • @PrismaticaDev
      @PrismaticaDev  2 ปีที่แล้ว +1

      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_uy
      @eldany_uy 2 ปีที่แล้ว

      @@PrismaticaDev may you make some easy example of that? :)

  • @guilhermenaco
    @guilhermenaco 2 ปีที่แล้ว

    Thanks man!

  • @RmaNYouTube
    @RmaNYouTube 2 ปีที่แล้ว

    by adding textures, you basically made a time machine in 2D UV Space 😁😎

  • @paniot8414
    @paniot8414 3 ปีที่แล้ว +2

    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.

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +1

      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 :)

    • @paniot8414
      @paniot8414 3 ปีที่แล้ว +1

      @@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

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +1

      @@paniot8414 Unreal Engine 5 apparently will have some awesome features for huge worlds, so I'm sure it's definitely going to be doable!

    • @paniot8414
      @paniot8414 3 ปีที่แล้ว +1

      @@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

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +1

      @@paniot8414 it's never too late to start learning :) Game design is something you can apply all of your previous skills to as well

  • @wortnes
    @wortnes 3 ปีที่แล้ว +1

    Cool!

  • @Elmarath
    @Elmarath 2 ปีที่แล้ว

    You have great textures for testing would you be so kind to share?

  • @secondhandsightsound3823
    @secondhandsightsound3823 3 ปีที่แล้ว +1

    Yeeeet

  • @a.l.murkar6425
    @a.l.murkar6425 3 ปีที่แล้ว