Circle Signed Distance Field - Procedural Shapes and Patterns - Episode 2

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  • เผยแพร่เมื่อ 3 ก.ค. 2024
  • In this video, I show how to create a signed distance field for a circle shape in Unreal and Unity. We add controls for the size of the circle and then output the results as a shape, an outline, and the SDFs of both. At the beginning of the video I start with the tour of some of the types of things we're going to be able to create with out procedural shapes and patterns.
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    Here's last week's tutorial that introduces the new series and shows how to create a Linear Gradient node and an Anti-Aliasing node.
    • Intro To Procedural Sh...
    Here's the playlist for the whole series:
    • Procedural Shapes and ...
    Shader Book Recommendations
    www.bencloward.com/resources_...
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    Theme Music
    Peace in the Circuitry - Glitch Hop
    teknoaxe.com/Link_Code_3.php?q...
    Background Music
    Speo - The Little Things
    • Speo - The Little Things
    #UnrealEngine #shadergraph #Unity

ความคิดเห็น • 12

  • @cmitchell6927
    @cmitchell6927 14 วันที่ผ่านมา +4

    Really appreciate how you're taking the time to do this in Unreal, even though you literally work for Unity. I think it's very healthy for students to see the way they need to be fully engine agnostic to have the strongest career possibilities

  • @radspiderjackson
    @radspiderjackson 18 วันที่ผ่านมา +3

    I've been dying for a series close enough to CatLikeCoding's unity tutorials but for unreal, dealing with pretty much the entire render pipeline. This seems like steps in the right direction

  • @11alekon
    @11alekon 18 วันที่ผ่านมา

    I knew about SDFs but I never understood how and why to use them - this video answered so many questions ♥️

  • @MRRadioactivNEx
    @MRRadioactivNEx 18 วันที่ผ่านมา +3

    Thx Ben. I really love your Tutorials! 😊

  • @mianokamuru6333
    @mianokamuru6333 18 วันที่ผ่านมา +1

    thanks ben!

  • @pandajumper
    @pandajumper 18 วันที่ผ่านมา +1

    super cool

  • @28mamad
    @28mamad 16 วันที่ผ่านมา

    Thank you. it's very helpfull. but my UE5 crashed when connect true bool. Do you have an idea?

  • @BigFrankovski
    @BigFrankovski 18 วันที่ผ่านมา

    I saw someone showcased liquid in the bottle SDF shader (HL:Alyx like). Dont know though was it true or not.

  • @MikolajF
    @MikolajF 18 วันที่ผ่านมา +1

    Hmmm.. i think add, subtract and lerp (0.5) nodes created around 23:10 will ALWAYS result in the input value of size. I mean, they are not necessarily and can be deleted.

    • @JeffJeffMe
      @JeffJeffMe 16 วันที่ผ่านมา

      I think you're right, I can't see the difference between enabling or disabling "Stroke Thickness Relative".
      I re-watched the lecture a few times to make sure I wasn't following and building it wrong, but the results are always the same 😅

    • @MikolajF
      @MikolajF 16 วันที่ผ่านมา

      @JeffJeffMe i didn't make it yet, but I'm talking about something different. what i have in mind is if you have X+a and X-a and then calculate the average of it (lerp with alpha 0.5), the result of this math is just X.

  • @outlandplayer1989
    @outlandplayer1989 14 วันที่ผ่านมา

    draw splines pleeees