Sine and Cosine - Shader Graph Basics - Episode 19

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 29

  • @srinivasnahak3473
    @srinivasnahak3473 6 วันที่ผ่านมา +1

    Thank you so so much for explaining these concepts in such a simpler and interactive way. By the way I was here just to learn about sine and cosine curve for GLSL language and initially I was a bit skeptical because it's about Unreal engine & Unity but the way you explained the concepts it cleared all my doubts.

  • @Devorkan
    @Devorkan 4 หลายเดือนก่อน

    +1 for Freya recommendation! I love the way she helps make math easier to understand by visualizing it!

  • @SanyaBane
    @SanyaBane 2 ปีที่แล้ว +1

    You and Freya are angels sent by god for beginner indie shader developers. TYVM

  • @emirunalan1287
    @emirunalan1287 2 ปีที่แล้ว +2

    Freya and you are my favorite instructors about game engines. Learned a lot from you. Thank you for sharing your knowledge.

  • @Moyerricky18
    @Moyerricky18 3 ปีที่แล้ว +3

    Thank you so much Ben! Your tutorials are always amazing and I love that you trick us into learning how these precompiled nodes work before just telling us "Oh just use this node" it's incredibly helpful! Never stop teaching!

  • @ronan5946
    @ronan5946 3 ปีที่แล้ว +3

    This series is being incredibly useful!
    Thanks for your time and will to share knowledge!
    Thank you!

  • @darmelli954
    @darmelli954 3 ปีที่แล้ว

    thanks Ben, your explanations and visuals give the greatest and most foundational understanding of things i always use (but never truly understood)
    now that i better understand sin and cosine there are so many ideas streaming in on how this could solve a bunch of other things ive wondered about but always had to create images sequences masks for.

  • @Zaive
    @Zaive 3 ปีที่แล้ว +2

    Awesome tutorial. Just to add to the bouncing ball example, I don't have Unreal Open to try this, but I think if you used the power node after absolute value and input a decimal such as .5 or .25 you would get a more realistic bouncing. (I could totally be wrong on this) This might work better if instead of absolute value you used a multiply by 0.5 then add 0.5.
    Edit: Just tested this and I found that this worked best for me: [Time>Multiply 8 (Speed Control)>Sine>Multiply 0.5>Add 0.5>Power 0.5>Multiply 150 (Height Control)>Append Many (with input in B and output into World Position Offset)].

    • @BenCloward
      @BenCloward  3 ปีที่แล้ว

      Nice work - thanks for sharing the the results of your experiment!

  • @yurivieira1752
    @yurivieira1752 3 ปีที่แล้ว +1

    Great teaching didactics. Congratulations!

  • @antoniosuarez7881
    @antoniosuarez7881 ปีที่แล้ว +1

    thanks, grate tutorial

  • @nonpurplestar4158
    @nonpurplestar4158 2 ปีที่แล้ว

    Thanks for your tutorials!
    They help a lot!
    Is it possible in the material editor to make a triangular hsv gradient with the ability to change the hue?

    • @BenCloward
      @BenCloward  2 ปีที่แล้ว

      It's not exactly what you're asking for, but have you tried using the HueShift node?

    • @nonpurplestar4158
      @nonpurplestar4158 2 ปีที่แล้ว

      @@BenCloward I am aware of the hue shift node, it is not entirely correct, but not about that!
      I meant this trianglular gradient: i.stack.imgur.com/F2mVl.png

  • @chasan6978
    @chasan6978 3 ปีที่แล้ว

    Hello, master, I have been studying your UE tutorial and I like it very much. I have a question. Do you have any good suggestions about the translucent effect of clothes similar to silk veil? I am using the MASK method, and the TAA is jittered, and the screen accuracy is not up to the requirement. I hope you can reply. thanks

  • @Abhishekhain85
    @Abhishekhain85 ปีที่แล้ว

    Hello amazing video, i have a quick query i am creating the rain ripple effect but in my engine i don't have periods parameter in sine node, is there any way to control the number of ripples waves without period parameter. looking forward for the positive solution!

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      If I remember correctly, I said to set the period to 6.2, right? Well that's the same as just using sine without a period in most engines.

    • @Abhishekhain85
      @Abhishekhain85 ปีที่แล้ว

      ohh yeah got it, thanks a lot@@BenCloward

  • @YASIR.K
    @YASIR.K 3 ปีที่แล้ว +1

    Thanks before I Start watching the video. 👍🍻

  • @Devorkan
    @Devorkan 4 หลายเดือนก่อน

    Is this bouncing ball just for demonstration or would there actually be a real advantage to doing this in a shader vs in a C# MonoBehaviour in Unity for example? If I had thousands of bouncing balls, which would be more performant: using DOTS or a geometry shader?

    • @BenCloward
      @BenCloward  4 หลายเดือนก่อน +1

      It depends on where your bottleneck is. C# scripts run on the CPU while vertex shaders run on the GPU. So if you’re GPU bound, do it in C# but if you’re CPU bound, do it in the vertex shader.

  • @bluegizmo1983
    @bluegizmo1983 3 ปีที่แล้ว +3

    I know this one! Sign is when you sign a contract, cosign is when someone else signs that same contract with you! 🤣

    • @BenCloward
      @BenCloward  3 ปีที่แล้ว +4

      I feel like we should make it a channel tradition to make at least one really bad dad joke for each video. :P

    • @bluegizmo1983
      @bluegizmo1983 3 ปีที่แล้ว

      @@BenCloward lol agreed! 😁

  • @callmeray7705
    @callmeray7705 3 ปีที่แล้ว

    I was told a while ago that the origin of UVs is sometimes different based on the rendering api used but unreal and unity have different UV origins and bith use direct X11 right?
    I know unity lets you change apis as well but I assume Ben hasn't done that?
    I hope I have something wrong here.

    • @BenCloward
      @BenCloward  3 ปีที่แล้ว +1

      I believe that the API has a default, but the game engine can also control it. The engine will attempt to make the results consistent regardless of the API used so that you can ship the same product across multiple platforms without needing to worry about making minor adjustments per-platform.

    • @callmeray7705
      @callmeray7705 3 ปีที่แล้ว

      @@BenCloward Thanks that makes way more sense!

  • @baki-bj6pj
    @baki-bj6pj ปีที่แล้ว

    I always feel it, but your voice and pronunciation are good

    • @BenCloward
      @BenCloward  ปีที่แล้ว

      Oh, that's nice of you to say - thanks!