I have been try for a long time to figure out those customs shaders, that so clear now, and it opens a lot of possibilities. Thanks for making that video!
These videos are incredibly useful and informative, however I feel as though without a strong foundation in math, it's very difficult to recreate these shaders on my own. I loosely understand why I get the results that I do, but if someone were to sit me down and tell me to remake the shader I just did by following along, I would be lost. Do you have any recommendations on more foundational theory for the math here? I've done all your other HLSL videos so far in this series up to this point.
focus on what you write. this is high school level math. it looks complex, but it is not actually. as for the recreating the shader thing, of course you can't, not because you lack the geometry and math knowledge (most probably) but because you lack experience with hlsl.
GPU Gems Books are great and Nvidia has them available on their site for free. Just google it. Linear Algebra and any Graphics Programming knowledge will help.
Question about shader programming. If I'd like to make a simple 3D UI (e.g. Scaleform UI), would it be possible to have C++ procedurally generate shapes or procedurally offset UI's depth if it were on a subdivided plane?
Depends what your trying to do, but that definitely seems like a tough way to do things. If you want a 3D UI, personally I would just use Unreals viewport to have objects animated and controlled with blueprints that sit parented / attached to the camera. Might be easier to do that than try to generate 3d items for a UI through code.
Fantastic series for introducing HLSL in Unreal, thanks.
I have been try for a long time to figure out those customs shaders, that so clear now, and it opens a lot of possibilities. Thanks for making that video!
just what I needed TY!!
These videos are incredibly useful and informative, however I feel as though without a strong foundation in math, it's very difficult to recreate these shaders on my own. I loosely understand why I get the results that I do, but if someone were to sit me down and tell me to remake the shader I just did by following along, I would be lost. Do you have any recommendations on more foundational theory for the math here? I've done all your other HLSL videos so far in this series up to this point.
focus on what you write. this is high school level math. it looks complex, but it is not actually. as for the recreating the shader thing, of course you can't, not because you lack the geometry and math knowledge (most probably) but because you lack experience with hlsl.
GPU Gems Books are great and Nvidia has them available on their site for free. Just google it.
Linear Algebra and any Graphics Programming knowledge will help.
Question about shader programming. If I'd like to make a simple 3D UI (e.g. Scaleform UI), would it be possible to have C++ procedurally generate shapes or procedurally offset UI's depth if it were on a subdivided plane?
Depends what your trying to do, but that definitely seems like a tough way to do things.
If you want a 3D UI, personally I would just use Unreals viewport to have objects animated and controlled with blueprints that sit parented / attached to the camera. Might be easier to do that than try to generate 3d items for a UI through code.
cool
loop must have break