Unreal Engine 5/4 - Create Fire Light Flicker With A Light Function Material

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  • เผยแพร่เมื่อ 24 ม.ค. 2025

ความคิดเห็น • 51

  • @TorQueMoD
    @TorQueMoD  ปีที่แล้ว +4

    If you want to make the flicker even less random, here's my updated Node Network: imgur.com/gallery/vfPOZ3q

    • @ManaRealms
      @ManaRealms 9 หลายเดือนก่อน

      Does this become expensive in performance if you have multiple light functions in the same area?

  • @GoApe-u7w
    @GoApe-u7w 2 หลายเดือนก่อน +2

    Good tutorial, learned a lot of the little hotkeys and basic info from this

  • @chosenundead6376
    @chosenundead6376 20 วันที่ผ่านมา

    thanks man been searching for something for flames like a more natural feel than just flickering

  • @nourghafarji
    @nourghafarji ปีที่แล้ว +3

    i took this even further and added light flicker as well, makes change color with every pulse, amazing tip thanks!

  • @PatrickTheDM
    @PatrickTheDM ปีที่แล้ว +3

    Very cool, I'll be giving this a try today in my maze game. Update: AMAZING! I'll have to add a video just for this change and you are definitely going in the credits.

  • @haleylights
    @haleylights หลายเดือนก่อน

    Thank you for explaining every step of the way!

  • @VeeIsDead
    @VeeIsDead ปีที่แล้ว

    brother I loved it. specially for it being quick to the point

  • @tp0pp480
    @tp0pp480 4 หลายเดือนก่อน

    Thank you so much man, really loved this little tutorial. And it still works on UE5 which was great bc I'm still learning.

  • @dooleymurphy
    @dooleymurphy 6 หลายเดือนก่อน +1

    Good stuff! And thanks for posting an update! Legend

  • @JeffersonDonald
    @JeffersonDonald ปีที่แล้ว +1

    Brilliant. This is exactly what I needed. Thanks.

  • @vherbmedia8296
    @vherbmedia8296 ปีที่แล้ว +4

    Not bad! I have one issue though, I'm noticing between the time, sine, and flac nodes, we have a repeating flicker pattern going on. it becomes pretty clear the more you look at the flickering. how can we continuously randomize the flickering so the pattern doesn't become apparent?

    • @TorQueMoD
      @TorQueMoD  ปีที่แล้ว +2

      It's difficult for it to not be a repeating pattern when using a sine node as it is a perfectly repeating waveform. You would have to use some form of noise to make it less noticeably repetitive, but it's also much more expensive. You could try using a cloud texture with high contrast and a panner to move it around.

    • @TorQueMoD
      @TorQueMoD  ปีที่แล้ว +7

      I actually came up with a better method to make it less random by combining 3 sine waves with different periods: imgur.com/gallery/vfPOZ3q

    • @vherbmedia8296
      @vherbmedia8296 ปีที่แล้ว +1

      @@TorQueMoD Hey this is a waaay better result! Thank you for this update!

  • @ИванЗырянов-ф5щ
    @ИванЗырянов-ф5щ 2 หลายเดือนก่อน

    thank you! good tutorial

  • @mattpierce5009
    @mattpierce5009 ปีที่แล้ว

    Excellent tutorial, thanks

  • @Weifs
    @Weifs ปีที่แล้ว

    really helpful tutorial! thank you so much for this

  • @mathildeheu1737
    @mathildeheu1737 ปีที่แล้ว

    This was super useful! thank you - I couldn't find anywhere else (I am a beginner) how to not have to flicker go back to black x

    • @TorQueMoD
      @TorQueMoD  ปีที่แล้ว

      Glad I could help :)

  • @xXESproductionsXx
    @xXESproductionsXx 7 หลายเดือนก่อน

    This is great! Thank you!

  • @raulalaris
    @raulalaris 2 หลายเดือนก่อน

    Works nicely but when I apply this to my master torch blueprint they all flicker in sync. How would I make sure that the lights flicker at their own rate?

    • @TorQueMoD
      @TorQueMoD  2 หลายเดือนก่อน +1

      That's what the Flicker Time Paramter is for. Setting it to 1 means use time at it's normal speed. Setting this to 2 will make it twice as fast, and 0.5 half as fast. So you'd need to adjust the value. When you create the Material Instance, just adjust the value... then you can make a few different Material Instances with different speeds and apply a different one to each light. Alternatively you can make a blueprint for your light, add the material to the blueprint and create a Material Instance Dynamic in the Construction Script. Then you can adjust the Flicker Time in the blueprint and use "Random Float In Range" to assign a random flicker time to each light. Honestly, I don't know what you can get "Random Float in Range" inside a material.

  • @NaOHNoah
    @NaOHNoah 4 หลายเดือนก่อน

    Hey! I'm pretty new to materials, mostly been doing backend dev stuff, so maybe this is an easy question. My one issue with this type of flicker is if you've got multiple sources they all get sync-ed up. Is there a way to add some sort of random seed or something to each instance of this so they flicker at different rates? I know I can make a bunch of different materials and have it randomly select from them, but i'd like to be able to dynamically do it. I'm not sure if i can expose a variable in the material instance to BP and have each actor feed it a number?
    Any suggestions? The Material Graph is foreign to me, lol

    • @TorQueMoD
      @TorQueMoD  4 หลายเดือนก่อน

      Yeah, so the Flicker time is what determines the speed of the flicker (it's allowing you to make the game time faster if greater than 1 or slower if less than 1), so if you make a material instance (right click in Content browser and choose Make Instance) then you can adjust the flicker time for any instance. If you want it to automatically choose a random time you can either use the Per Instance Random node which will pick a random value for every copy you put in the world, or instead of the Flicker time, use "random float in range" and then set the min to be .5 and max to be 2 or something like that and you'll get anywhere between half as fast to twice as fast.

  • @nordyke1345678910
    @nordyke1345678910 11 หลายเดือนก่อน +1

    I can't seem to add a color changer to this set up, when I do it just makes the light stay white

    • @TorQueMoD
      @TorQueMoD  11 หลายเดือนก่อน

      You change the color of the light in the light properties, so there's no way you can modify it with a material function. You either need to do it in the light itself, or through the construction script in a blueprint.

  • @professorfroopynoopers1171
    @professorfroopynoopers1171 10 หลายเดือนก่อน

    Thank you so much for posting this, awesome stuff man!

  • @markbay9275
    @markbay9275 28 วันที่ผ่านมา

    Nice.

  • @maxkutsenko7169
    @maxkutsenko7169 ปีที่แล้ว

    great stuff, really helpful

  • @da_drood-digitalart
    @da_drood-digitalart 10 หลายเดือนก่อน

    This looks great! Is there a way though to randomize the flickering time so that it doesn't flicker at regular intervals? I found a tutorial showing that with blueprint but then i couldn't make it work in the sequencer, while having a simple light function material applied on the light could make it work easily. Thanks for any help you could give

    • @TorQueMoD
      @TorQueMoD  10 หลายเดือนก่อน +2

      Yeah, actually. I figured this out after I made the tutorial. Here's a link to a screenshot of my new lightfunction. I'll post a tutorial on it when I get a chance. imgur.com/a/UZoEow8

    • @da_drood-digitalart
      @da_drood-digitalart 10 หลายเดือนก่อน

      @@TorQueMoD hey thanks very much for that, it's really appreciated 🤗 Will try this soon🤟🏼

    • @kristinstetz9393
      @kristinstetz9393 6 หลายเดือนก่อน

      @@TorQueMoD Did you ever post the video? Can't find it on your page

  • @MurtazaPanahi-i7j
    @MurtazaPanahi-i7j 9 หลายเดือนก่อน

    Thanks a lot u made my day

  • @AleksanderGromann-gn1el
    @AleksanderGromann-gn1el 7 หลายเดือนก่อน

    i bit more randomness in the flickering would be nice

  • @GigaBraumChad
    @GigaBraumChad ปีที่แล้ว

    If i wanted to added multiple torches, how do i make the flickering be at different times?

    • @TorQueMoD
      @TorQueMoD  ปีที่แล้ว

      Just create an instance of the material and adjust the flicker time and choose that as the Light Function you add to your light.

    • @kristinstetz9393
      @kristinstetz9393 6 หลายเดือนก่อน

      @@TorQueMoD So we need a new instance for every light in the scene?

  • @samohickey
    @samohickey 8 หลายเดือนก่อน

    Is there a way to make it simply dim, rather than completely go black when flickering? My game is more stylized and having it flicker all the way to black doesn't quite match my scene.

    • @TorQueMoD
      @TorQueMoD  8 หลายเดือนก่อน +1

      You could use a sine node to drive a lerp node's alpha channel and then set your own values for A and B, with A being a constant of 1 and B being 0.5 for example. Then it's just going to blink between those two values rather than being derived directly from the sine's values.

    • @samohickey
      @samohickey 8 หลายเดือนก่อน

      @@TorQueMoD Exactly what I needed. Thank you!

  • @primephasegames
    @primephasegames ปีที่แล้ว

    Thanks, helped alot.

  • @kristinstetz9393
    @kristinstetz9393 6 หลายเดือนก่อน

    Does anyone know how to place several in the scene without them flickering in sync?

    • @TorQueMoD
      @TorQueMoD  6 หลายเดือนก่อน

      Two options: there’s a Per Instance node that you can use to make the time different for each instance, or you can just use a “random float in range” for the time multiplier and set the min to something like 0.9 and max to 1.2 and each one will flicker at a different speed.

  • @sudanemamimikiki1527
    @sudanemamimikiki1527 หลายเดือนก่อน

    i feel the flickering is way too harsh. it looks kinda shoddy, specially on bigger flames?
    anybody know of any ways to smooth the transition in the flickering?

    • @TorQueMoD
      @TorQueMoD  หลายเดือนก่อน

      If you look at the light from a real fire, it’s not smooth. It always jumps. But if you want it smother, just remove the frac node

    • @sudanemamimikiki1527
      @sudanemamimikiki1527 หลายเดือนก่อน

      @@TorQueMoD i suppose..i think it just doesnt look good the way it sputters... ill have to take another look at the animation tomorrow when i start working again...
      i notice the light in mine goes to zero without the frac.
      also, the problem is that it jumps too high and low, giving it a glitchy outlook. the radius needs to be tighter in the lowest and brightest setting

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 9 หลายเดือนก่อน

    nice!

  • @fxbaba24
    @fxbaba24 10 หลายเดือนก่อน

    thank you

  • @sajivatastudio
    @sajivatastudio 10 วันที่ผ่านมา

    thank you