The way I see multiplying a texture is as follows: The whole texture is a whole unit, so = 1; then if I multiply it by 3, it means that that same texture must fit 3 times in the same space, and that's why it seems to get smaller.
That's a really nice way of thinking about it! It's definitely about finding our individual ways to help get our heads around these bizarre concepts haha
This made everything so much more straightforward - thank you! I have been watching beginner tutorials and watching people multiply .PNG files, with no explanation whatsoever, I was completely dumbfounded.
Hey Charlie, thanks a lot mate for all these simple little videos, you're a great teacher, this channel shall get way bigger in no time :) Cheers from Prague
Been catching up on your streams hoping to catch you Live. You are making a lot of progress. Just started on doing Landscapes & have had headaches for about a week from it. Keep up the great work
I find it really hard to convert these visual things into math in my head, but this was definitely a step forward Showing it on a graph helped a lot, thanks mate
No worries! It can definitely be a bit of a pain but once it clicks then you can do anything you want with them. Graphs are always my go-to for visualising them :)
I'm glad you think so! The main reason I started this series was to give people the base understanding so that when they follow any other material tutorial they understand what's actually going on with each step.
Taking a stab at my...excellent, math skillz XD You my new fav tutlord! Thanks bro, your vids are a pleasure to watch and hyper informative, even for us still in unreal elementary skool ;P
As multiplying the UVs is affecting the Tiling, multiplying by 3 for example gives it 3 times as many versions in that axis. When using both axis then its 3x3 ofc
I think that i remember something from physics or calculus that explains this, and the UV instead of XY has to do with mathematics on a univeral scale. It's that 4th dimenstion between the 3d game world and your 2d screen kinda math.
Your can have values up to the maximum float value in shaders, they just will not be represented during rendering but you need to know during calculation of previous phases that values can exceed billions if you don't saturate.
Great tutorial. Actually the UV naming has a mathematical reason. I suggest searching up UV integration on the internet, Where you stretch a complex plane in a way that becomes easier to integrate by transforming it from XY coordinates to UV coordinates. The same way that you UV unwrap a 3D model so you can avoid stretching in the texture. Math is art :)
I think of UV ADDING as adding location (basically shifting it in a direction) where multiple, is multiplying the texture itself (basically tiling it like he mentioned)
Excuse me Charlie but where did you learn all the stuff? I watch tutorials for 3 weeks now and I guess I barely got a vision of how a whole game is made. Just started earning my first badges today in unreal learning forum :‘) Wish u the best, your a nice guy and I’m really impressed how u master everything.. keep on going like that, looks awesome till now :)
Congrats! The Unreal learning resources seem really well structured - I learned from a various bunch of TH-cam resources but I think most of my learning actually happens when I'm not at the computer. Things just seem to "click" when I'm away from my desk. I guess I'm just always thinking about making games and stuff haha
With the explaining UVs an texture scaling, it's simply saying how many times do you want to see the texture over the object. So changing it from 1 to 2 you're saying I want to see it 2 times instead of 1.
Question: May I ask how I can use a material MATH node to offset a UV across an Atlas? Ultimately, I would like to use a Control Rig controller (set to integer) that would offset the UV across the atlas one UV tile at a time? When the Controller is moved along the X axis, the controller will be at an integer value of 0, 1, 2, 3,...24. The controller’s integer value would offset the UV one UV tile at a time across the texture atlas coordinates set in the material, the UV would pop across the atlas not slide across the atlas. Linking the UV position in an atlas to a Control Rig controller is on my mind. Thank you for this video, it is brilliant.
Can I finance this channel for these videos? These are well explained. Seeing example recreated materials from games would be great too, as well as thought process around material planning.
Hey mate :) if you’d like to support the channel you can join our Patreon (link in the description) I love the idea of recreating cool shaders from games! And I think I will start explaining my thought process for material planning for all my future tutorials as I think it would be really valuable for people to understand what happens before any code is done
Hey, just seeing your channel and I love your content but I want to ask if you made a tutorial for that grass or planning on making one. In any case, great work, keep it up my mate!
Heya muffin! I have a tutorial that covers all of my grass stuff (colouring it using RVT's, adding Wind with a global wind system, and hiding it underneath certain meshes) the only thing I don't cover is making the actual mesh - this is because it's literally just a few little triangles haha. Here's the mesh if you'd like to give it a whirl! www.dropbox.com/s/zf6cuzrjz9hhsyk/PrismaticaGrassLongUpwardNormals.fbx?dl=0
Great tuto, i suggest an other tutoriel about this complex subject,with more exemples.I liked the exemple. the Paint exemple was a bit hard me for to understand, i prefered the In game exemple. The 0 - 0.5 - 1 graphic was great.
1:27 How do you get it to update the preview while you're dragging? For me I have to let go and then it takes a second to refresh the material preview to show the updated settings. edit: nvm i see you're using the scene view not the preview
Dude i have to literally FORCE myself not to open Unreal Engine while watching these. Because i cant have every video last 3 hours from me doing stuff in engine after being inspired. I have to.... just.... relax... RELAX, god dammit.. Relax... Lean back, just absorb the knowledge. Just learn. STOP, do NOT click on the project icon. Please just let it go, implement tomorrow, learn today. Just me?
10m49s the explanation for multiplication is wrong. This is covered in mathematics as transformation. When adding on the U axis everything is shifted to the left. When subtracting on the U axis everything is shifted to the right. When multiplying on the U axis everything is squeezed. When dividing in the U axis everything is spread out. The reason is to do with the relationship between U and V. You hav a value of U that is linked to V. When adding say +1 what you are doing is you start at U = 1 and instead of getting V =1 you will get V = 2. You've moved the V = 2 value which appeared at U = 2 to U = 1. The opposite happens when you subtract. Now for multiplying say you stsrt at U = 0.5 and V = 0.5 and you multiply by 3. The U alue will start at 0.5 but the V value will be 1.5. In other words you are squeezing all of the V values into a third of the space before it starts repeating.
The way I see multiplying a texture is as follows: The whole texture is a whole unit, so = 1; then if I multiply it by 3, it means that that same texture must fit 3 times in the same space, and that's why it seems to get smaller.
That's a really nice way of thinking about it! It's definitely about finding our individual ways to help get our heads around these bizarre concepts haha
This made everything so much more straightforward - thank you! I have been watching beginner tutorials and watching people multiply .PNG files, with no explanation whatsoever, I was completely dumbfounded.
Hey Charlie, thanks a lot mate for all these simple little videos, you're a great teacher, this channel shall get way bigger in no time :) Cheers from Prague
No worries at all my dude! Hope it helped out :)
Been catching up on your streams hoping to catch you Live.
You are making a lot of progress.
Just started on doing Landscapes & have had headaches for about a week from it.
Keep up the great work
I find it really hard to convert these visual things into math in my head, but this was definitely a step forward
Showing it on a graph helped a lot, thanks mate
No worries! It can definitely be a bit of a pain but once it clicks then you can do anything you want with them. Graphs are always my go-to for visualising them :)
Awesome video!
One of your most useful tutorials. I love these beginner tutorials as they allow us to take advantage of some of your more advance tutorials.
I'm glad you think so! The main reason I started this series was to give people the base understanding so that when they follow any other material tutorial they understand what's actually going on with each step.
double episode yay :D, thanks for covering what may be the most useful at first material nodes ^-^ (I may be wrong but anyway, very useful ♥)
Haha thanks Alejandro
This was such a helpful explanation! Thank you!
Awesome to hear! Hope it serves you well mate :)
Taking a stab at my...excellent, math skillz XD You my new fav tutlord! Thanks bro, your vids are a pleasure to watch and hyper informative, even for us still in unreal elementary skool ;P
How have I missed this? You are the hero we all need!
Awesome! Thank you!
As multiplying the UVs is affecting the Tiling, multiplying by 3 for example gives it 3 times as many versions in that axis. When using both axis then its 3x3 ofc
Thanks man!
8:55 the way i understand it, you dont multiply the size of texture, but the amount of TEXTURES you want to fit in
Exactly! That’s the way I like to think of it haha
Another hero!
Very handy!
Excellent information!!
I didn't understand what it was until I explained the numbers and in the 2nd example, now I'm better
I think that i remember something from physics or calculus that explains this, and the UV instead of XY has to do with mathematics on a univeral scale. It's that 4th dimenstion between the 3d game world and your 2d screen kinda math.
Your can have values up to the maximum float value in shaders, they just will not be represented during rendering but you need to know during calculation of previous phases that values can exceed billions if you don't saturate.
Really good stuff, that helps a lot
Great tutorial. Actually the UV naming has a mathematical reason. I suggest searching up UV integration on the internet, Where you stretch a complex plane in a way that becomes easier to integrate by transforming it from XY coordinates to UV coordinates. The same way that you UV unwrap a 3D model so you can avoid stretching in the texture. Math is art :)
3:00 so in photoshop terms i'd actually say it this way.
Add = Brightness
Multiply = Exposure
thx most people teaching UE skip this step
I think of UV ADDING as adding location (basically shifting it in a direction) where multiple, is multiplying the texture itself (basically tiling it like he mentioned)
i always see "add 1, divide by 2" in a lot of material graph tutorials, and now i know why.
@@red4666 it’s a super useful transformation for debugging negative 1 to positive 1 ranges haha. Now you know!
Very helpful, thank you!
Excuse me Charlie but where did you learn all the stuff? I watch tutorials for 3 weeks now and I guess I barely got a vision of how a whole game is made. Just started earning my first badges today in unreal learning forum :‘)
Wish u the best, your a nice guy and I’m really impressed how u master everything.. keep on going like that, looks awesome till now :)
Congrats! The Unreal learning resources seem really well structured - I learned from a various bunch of TH-cam resources but I think most of my learning actually happens when I'm not at the computer. Things just seem to "click" when I'm away from my desk. I guess I'm just always thinking about making games and stuff haha
In ue4 texcoord start 0,0 in the top left and 1,1 in the bottom right. Just a clarification.
Very true! I'm so used to worldspace coords... Or maybe my world is the wrong way around :')
With the explaining UVs an texture scaling, it's simply saying how many times do you want to see the texture over the object. So changing it from 1 to 2 you're saying I want to see it 2 times instead of 1.
Question: May I ask how I can use a material MATH node to offset a UV across an Atlas? Ultimately, I would like to use a Control Rig controller (set to integer) that would offset the UV across the atlas one UV tile at a time? When the Controller is moved along the X axis, the controller will be at an integer value of 0, 1, 2, 3,...24. The controller’s integer value would offset the UV one UV tile at a time across the texture atlas coordinates set in the material, the UV would pop across the atlas not slide across the atlas. Linking the UV position in an atlas to a Control Rig controller is on my mind. Thank you for this video, it is brilliant.
Can I finance this channel for these videos? These are well explained. Seeing example recreated materials from games would be great too, as well as thought process around material planning.
Hey mate :) if you’d like to support the channel you can join our Patreon (link in the description)
I love the idea of recreating cool shaders from games! And I think I will start explaining my thought process for material planning for all my future tutorials as I think it would be really valuable for people to understand what happens before any code is done
Gold
Hey, just seeing your channel and I love your content but I want to ask if you made a tutorial for that grass or planning on making one. In any case, great work, keep it up my mate!
Heya muffin! I have a tutorial that covers all of my grass stuff (colouring it using RVT's, adding Wind with a global wind system, and hiding it underneath certain meshes) the only thing I don't cover is making the actual mesh - this is because it's literally just a few little triangles haha. Here's the mesh if you'd like to give it a whirl! www.dropbox.com/s/zf6cuzrjz9hhsyk/PrismaticaGrassLongUpwardNormals.fbx?dl=0
@@PrismaticaDev Thanks a lot mate, I'm sure this will point me in the right direction!
Great tuto, i suggest an other tutoriel about this complex subject,with more exemples.I liked the exemple. the Paint exemple was a bit hard me for to understand, i prefered the In game exemple.
The 0 - 0.5 - 1 graphic was great.
1:27 How do you get it to update the preview while you're dragging? For me I have to let go and then it takes a second to refresh the material preview to show the updated settings.
edit: nvm i see you're using the scene view not the preview
Was just about to answer haha. Yeah having it in the scene will update the instance instantly
Millions likes👍👍👍
Epic.
boooost reaaach
gooooooooooooo
Dude i have to literally FORCE myself not to open Unreal Engine while watching these.
Because i cant have every video last 3 hours from me doing stuff in engine after being inspired.
I have to.... just.... relax... RELAX, god dammit.. Relax... Lean back, just absorb the knowledge. Just learn.
STOP, do NOT click on the project icon. Please just let it go, implement tomorrow, learn today.
Just me?
And that's why you need to listen high school math lessons
lol this is actually complex. And I teach this stuff. V well explained
10m49s the explanation for multiplication is wrong.
This is covered in mathematics as transformation.
When adding on the U axis everything is shifted to the left.
When subtracting on the U axis everything is shifted to the right.
When multiplying on the U axis everything is squeezed.
When dividing in the U axis everything is spread out.
The reason is to do with the relationship between U and V. You hav a value of U that is linked to V.
When adding say +1 what you are doing is you start at U = 1 and instead of getting V =1 you will get V = 2. You've moved the V = 2 value which appeared at U = 2 to U = 1. The opposite happens when you subtract.
Now for multiplying say you stsrt at U = 0.5 and V = 0.5 and you multiply by 3. The U alue will start at 0.5 but the V value will be 1.5. In other words you are squeezing all of the V values into a third of the space before it starts repeating.
These are awsome! Thanks for doing them.
Also: The music is distracting. You don't need it.
Thank you!
And I will keep the music in the background - otherwise the videos are extremely dull hahaha
@@PrismaticaDev Well, I'll probably keep watching anyway, 'cause the content is good.
But I disagree. Not boring at all. (c:
Ma 🧠
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