What you can also do is use a PerInstance Random node, multiply that with a Parameter and add it to the time before the noise. This way you dont have to use multiple instances of the material.
I tried this out, but I got this error when I link it before the vector noise node. [SM6] (Node PerInstanceRandom) Invalid node used in hull/domain shader input!
This was super useful, but I'm a little confused by the vector noise (I'm completely new to using Unreal let alone using node editor.) when I added the vector noise, my blue material started changing colors to red, orange, and cyan. What's happening and how do I make my material stay blue. I'm trying to make a "broken" neon sign as context
Thanks for this video, it was really helpful!
Hi. How could u set it to change colours randomly ?
Great vid. Can’t wait to replicate
Cheers
..in the beginning, te color is more intense than the final result.... Why ?
I did some post color work in Resolve and Premiere.
What you can also do is use a PerInstance Random node, multiply that with a Parameter and add it to the time before the noise. This way you dont have to use multiple instances of the material.
I tried this out, but I got this error when I link it before the vector noise node.
[SM6] (Node PerInstanceRandom) Invalid node used in hull/domain shader input!
Very useful tutorial, is there any way to make the intervals between the flickers longer ?
This was super useful, but I'm a little confused by the vector noise (I'm completely new to using Unreal let alone using node editor.)
when I added the vector noise, my blue material started changing colors to red, orange, and cyan. What's happening and how do I make my material stay blue. I'm trying to make a "broken" neon sign as context
I dont have the postrpocessvolume option( why can it be?
I have an LED mesh that is a car blinker. How do I cycle material from a glow to an LED glass if it's only color that can be changed? Thank you