Nice tutorial thank you, whaching on my way home going to try this out after some food. Been using this before but never set it up myself before, going to experiment with it.
Hi Ben. Why all this trouble of local space to world space? Why not just using red channelo of UV space? since you are not using world information to influence the vertices. By transforming the vector you basically made it like it was uv.r
Also Ben why do you invert 1-cos? because now the range of the cos is 02 and not -1 to 1 like your sine. The normal result of your operation looks correct but i really dont understand why 02 range cosine is correct
I cannot implement the normal. Only one color is displayed in the world normal mode. And I can see a lot of vertical stripes that are always green. ue 5.2
It's a good idea, but currently my channel is focused on techniques that are universally applicable - and Substrate is very specific to Unreal. I need to give it some thought and come up with a way to go over the principles in a way that can be applied to any engine, not only Unreal.
Cos is the the speed at which the Sin wave is changing!!! This just changed me. 😅 I've never looked at it this way before, but now I can't remember how is used to look at Sin/Cos graph.
The point of the tutorial is to show a simple way of adding some ambient movement to a flag in a game or other real-time application in a way that costs very little in terms of performance. It's possible that doing a similar setup would be easier in Blender - but Blender isn't a game engine, so setting this up there wouldn't get it into your game application whereas setting it up in Unreal or Unity would.
This channel is a free college course on practical shaders in games, amazing
Nice tutorial thank you,
whaching on my way home going to try this out after some food.
Been using this before but never set it up myself before, going to experiment with it.
Hi Ben. Why all this trouble of local space to world space? Why not just using red channelo of UV space? since you are not using world information to influence the vertices. By transforming the vector you basically made it like it was uv.r
Also Ben why do you invert 1-cos? because now the range of the cos is 02 and not -1 to 1 like your sine. The normal result of your operation looks correct but i really dont understand why 02 range cosine is correct
I cannot implement the normal. Only one color is displayed in the world normal mode. And I can see a lot of vertical stripes that are always green. ue 5.2
Hey do you plan to make some udk5 substrate material tutorials in near future? ( dirt layer etc.)
It's a good idea, but currently my channel is focused on techniques that are universally applicable - and Substrate is very specific to Unreal. I need to give it some thought and come up with a way to go over the principles in a way that can be applied to any engine, not only Unreal.
Cos is the the speed at which the Sin wave is changing!!! This just changed me. 😅
I've never looked at it this way before, but now I can't remember how is used to look at Sin/Cos graph.
hi ben , can u make a ship windy sail material ?
The point of the tutorial is to show a simple way of adding some ambient movement to a flag in a game or other real-time application in a way that costs very little in terms of performance. It's possible that doing a similar setup would be easier in Blender - but Blender isn't a game engine, so setting this up there wouldn't get it into your game application whereas setting it up in Unreal or Unity would.
The pivot point can easily be changed in unreal if anyone is wondering. Go into modeling mode -> xform -> edit pivot
Nice, thanks for sharing!
cool