Custom Primitive Data Materials UE4 4.25

แชร์
ฝัง
  • เผยแพร่เมื่อ 15 พ.ย. 2024

ความคิดเห็น • 9

  • @riedewaanbey617
    @riedewaanbey617 2 ปีที่แล้ว

    Great stuff. Been trying to figure out how to get it to work with BPs. You just saved me a ton of draw calls.🙏

  • @esparafucio
    @esparafucio 3 ปีที่แล้ว

    How does this work on a project with few master materials where meshes with multiple material slots are set with different instances of the same master? So far I've only seen this feature demonstrated on single element objects.

  • @benveasey7474
    @benveasey7474 4 ปีที่แล้ว +1

    Nice tutorial. Could you show us how to control the color using Sequencer?

    • @VolkillerGames
      @VolkillerGames  4 ปีที่แล้ว +1

      ohh i like that idea thanks for that suggestion . I'll add it to my list to take a look into. to get an idea do you mean while using Custom Primitive Data or just in general? both should be similar but i just want to be sure :D

    • @benveasey7474
      @benveasey7474 4 ปีที่แล้ว

      @@VolkillerGames In general would be great

  • @Prabodh_Samatkar
    @Prabodh_Samatkar 2 ปีที่แล้ว

    Dude how to use custom primitive data with texture sample like what you are showing in this tutorial is just about plane color but when I apply texture sample there is no custom primitive option for that, how you suppose to do that ????

    • @VolkillerGames
      @VolkillerGames  2 ปีที่แล้ว

      custom primitive data only supports floats(and float types ie contestant 2, vector 3), if you want to change your texture you need to just have a texture parameter that you change with a material instance. you can use the Custom primitive data to affect your textures IE scaling and other math you do to the sample

  • @lifeartstudios6207
    @lifeartstudios6207 3 ปีที่แล้ว

    Does this work on skeletal meshes?

    • @VolkillerGames
      @VolkillerGames  3 ปีที่แล้ว +1

      Yes Custom Primitive Data works on SK meshes as well. You can either set it when its placed in world or with blueprints just like a normal static mesh