Fantasy Health Meter Part 2 - Procedural Shapes and Patterns - Episode 20

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  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 9

  • @eduardobinks
    @eduardobinks 3 วันที่ผ่านมา +2

    Just what I needed!

  • @LeatherP
    @LeatherP 3 วันที่ผ่านมา +1

    love you

  • @as6706-h5f
    @as6706-h5f ชั่วโมงที่ผ่านมา

    Thanks a lot! Perhaps the big gradient node can be replaced with a low-resolution texture.

  • @itay7
    @itay7 2 วันที่ผ่านมา

    Can't wait for next video!
    Got a question about HLSL and UE Materials- What are the main advantages in using HLSL code with the "Custom" node over writing the same logic with built in Material Graph nodes? Is it more performant?

    • @BenCloward
      @BenCloward  วันที่ผ่านมา

      Mostly it's just the option to do things in code that aren't possible to do in the graph - like for loops.

  • @KaloyanVasilevUK
    @KaloyanVasilevUK 3 วันที่ผ่านมา

    Is Saturate node better than standard clamp for limiting the range from 0 to 1?
    What would the difference be, does Saturate normalizes the color values or something?

    • @BenCloward
      @BenCloward  3 วันที่ผ่านมา +4

      Good question. The saturate operation is free - meaning that the graphics hardware can usually do it without requiring any math/calculations. Clamp, on the other hand, has a math/performance cost. So if you need to clamp between zero and one, saturate is a better choice. But if you need to clamp between some other values, clamp is what you use. Having said that, most shader compilers are smart enough to recognize that if use you clamp and give it a 0 to 1 range, they'll replace that with saturate automatically, under the hood for you. So if you try to measure the performance difference between the two, it would probably be the same.

  • @KaloyanVasilevUK
    @KaloyanVasilevUK 3 วันที่ผ่านมา

    If the Sample Gradient is linear vertically and non-dynamic as color values, isn't it better to just sample a Color Curve from external asset where you can define the colors and have much cleaner and simpler Shader logic?

    • @BenCloward
      @BenCloward  3 วันที่ผ่านมา +1

      Yes, probably.