Shader Code and Maths to Node Graphs

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  • Опубликовано: 17 ноя 2024

Комментарии • 9

  • @FrederikHoeimark
    @FrederikHoeimark Год назад

    I can not express just how happy I am to see this on my feed. Welcome back! :)

  • @unrealengine5-storm713
    @unrealengine5-storm713 Год назад

    Your videos are gold

  • @unrealengine5-storm713
    @unrealengine5-storm713 Год назад

    The gerstner waves shader makes me think of using it as a mask for volumetric clouds convection. Using the peak falloffs for width and the peek intersection points of the wave for convective height

  • @Elkkkkkk
    @Elkkkkkk Год назад +1

    the king is back

  • @daniloparin8129
    @daniloparin8129 Год назад +1

    it's hard and that's why it's cool

  • @dimitriskoutris6139
    @dimitriskoutris6139 Год назад +1

    Thx Dokipen!

  • @smitteree
    @smitteree Год назад

    Hey mate, not ontopic, but about splines.
    Since I saw that you have done some work with splines a couple years ago.
    If I make a spline wall with a static mesh (wall) it works fine, creating a wall along the spline, I can curve etc.
    But when making a 90 degree corner, the outer corner material dissapears from the mesh, being able to look trought the wall from the side.
    Also the inner corner does not connect properly, being able to trhough the corner.
    I don't want to use pillars, I just want straight walls and crisp corners.
    Any idea on how to achieve that?
    In UE offcourse, but that should not have to matter, since a fix should work within any engine.