I think the most useful part about these tutorials is that you provide your thought process with these tools. Even moreso because you end up going in directions that I wouldn't personally think of, so I always end up learning a lot more than I came here for.
This will be incredibly useful in conjunction with a white/blue color and a rocky normal map to make ice. It will look slightly transparent at the edges but not where the ice is thicker. Thanks dude!
It's pretty funny how you can see youtube's compression+bitrate fall apart when something starts changing colors quickly around the 4 min mark :D Love this series btw!
Hahahahaha I cannot unsee this. It might even be my export settings - I tend to export at a bitrate of 35,000kbp/s since RUclips will inevitably compress it but I'll double check the exported file :P Glad you're enjoying! Excited to keep it going :)
Really cool nodes, I didnt know about cosine and I was just using sine without realizing the potential it has, like yeah a little bit your video definitely expanded the horizon quite a bit, thanks ^^
I didn't think of using Cos until I was struggling with getting a sine to start at 0 but maintain 0-1. I forget what the actual case was but then I thought of Cos!
@@PrismaticaDev I imagine the moment you used cos you laughed, I have a lot of those moments where I overcomplicate stuff to find out later than the solution is really simple
@@Fokkusu Literally hahahah. I was about to remap the entire output of the thing to a curve LUT until I realised I could get it to start from 0 with Cos...
Just happened over this by chance, saw it and a few minutes later had updated some materials in my game to use this to create a pulsing glow. Amazing series - I gotta watch 'em all!
This tutorial is absolutely fantastic Charlie. You've explained the Sine/Cosine perfectly. As someone who struggles with visualising the math sometimes, this has helped greatly. Thank you!
You're bit about how materials don't like negative numbers was the "A-ha!" moment that helped me get my material working, great stuff and to the point!
Dude! the way you visualize the negative 1 and 1 and why you do that is so valuable, I could never wrap my head around why I have to do that but this helps so much!
These video are great help. I was really confused using the sine node as it just seemed to be a bit a random, now I understand why, you need to divide by 2 and add 0.5 to bring it above 0. Great explanation. Thanks
Would be interesting to play with this node and the one you used for water, I have a feeling it could easily make a wave on the shores vibe really easily
Just to add to this topic, as I've been playing around with sine and cosine.. I needed a digital pulse, i.e. on and off. In this case, the Sine wave, once normalised is more suitable. To get the pulse you need to send it into the y input of a step node with the x value set to 0.5, this means when the signal goes above 0.5 it puts out a 1, below 0.5 it puts out a 0. Because the sine wave once normalised starts at 0.5, the pulse will start exactly at the right position of the wavelength. I had to visualise this myself in photoshop to get my head around it as cosine was giving me weird results, now I know why. By using the cosine with the step node it would put out a 1 for 1 quatre of it's wavelength, then drop to 0 for the next two quarters, then return to 1.
You could also use Ceil right after the sine without remapping to get a 50/50 on and off. Step is great for getting any other ratio, though, and is a lot more descriptive
Can you cover the DitherTemporalAA node? I saw a video where a guy made an oldschool dithering effect (think gameboy) with it. Thats one thing you can do with it but UE4 says theres all sorts of things that you can accomplish with that node.
Definitely! It’s one of my most used nodes since I use a cel shader and translucent materials don’t work very well, so dithering is my go-to for opacity masking :) I’ll definitely look in to other applications like colour as well
I didn't ever learn complex math but have been learning game dev, and once they started putting math inside colors just made things 10x worse. I appreciate your explanations XD
Hi! I've got a question on sine wavess, Let's say you want to alter the curvature of a sine wave (0 to 1 ramps up fast, but 1 to 0 fades out slowly, keeping the timing of waves intact) is this possible? As a fix for now I've just created a gradient textur with that exact falloff between values but I'm hoping there is a math way instead :) Thanks so much for this awesome video :D
A gradient texture is a really good solution, although you might be able to do it cheaper by overlapping 2 sine waves, with 1 of them offset. You would probably want to visualise it with an online graph viewer to get it perfect :)
I'll answer my own question. Using the Remap node you need to know firsthand what the minimum and maximum input range will be whereas using the math will remap the value regardless of the input range. The math is more akin to the ConstantBiasScale node. In this case, since we know the minimum input will be -1 and the maximum will be 1 we can use the Remap node in place of the math. It is just a matter of preference.
Is there any way of converting all of these math function nodes into a single 'Math Expression' node? In normal the Blueprint Editor I can select "Add Math Expression" but for some reason this isn't an option in the Materials Editor. No idea why.
You can Add an offset before going in to the Sine node to make it start from a different point, and you can remap it after the Sine node to turn it from -1 -> 1 to 0 -> 1.
Could you post a screenshot of your material graph? Something likely isn't plugged in. You might also have Live Preview turned off in your material editor - does it work once it's in the world?
Your "that is fucking terrifying" reaction just made my midday. Thank you for the great videos, Charlie!
I think the most useful part about these tutorials is that you provide your thought process with these tools. Even moreso because you end up going in directions that I wouldn't personally think of, so I always end up learning a lot more than I came here for.
This will be incredibly useful in conjunction with a white/blue color and a rocky normal map to make ice. It will look slightly transparent at the edges but not where the ice is thicker.
Thanks dude!
It's pretty funny how you can see youtube's compression+bitrate fall apart when something starts changing colors quickly around the 4 min mark :D Love this series btw!
Hahahahaha I cannot unsee this. It might even be my export settings - I tend to export at a bitrate of 35,000kbp/s since RUclips will inevitably compress it but I'll double check the exported file :P
Glad you're enjoying! Excited to keep it going :)
Really cool nodes, I didnt know about cosine and I was just using sine without realizing the potential it has, like yeah a little bit your video definitely expanded the horizon quite a bit, thanks ^^
I didn't think of using Cos until I was struggling with getting a sine to start at 0 but maintain 0-1. I forget what the actual case was but then I thought of Cos!
@@PrismaticaDev I imagine the moment you used cos you laughed, I have a lot of those moments where I overcomplicate stuff to find out later than the solution is really simple
@@Fokkusu Literally hahahah. I was about to remap the entire output of the thing to a curve LUT until I realised I could get it to start from 0 with Cos...
@@PrismaticaDev xD, thats wild, Im glad you found out BEFORE doing that
Just happened over this by chance, saw it and a few minutes later had updated some materials in my game to use this to create a pulsing glow. Amazing series - I gotta watch 'em all!
Fantastic my dude! Really glad it helped out :)
This tutorial is absolutely fantastic Charlie. You've explained the Sine/Cosine perfectly. As someone who struggles with visualising the math sometimes, this has helped greatly. Thank you!
You're bit about how materials don't like negative numbers was the "A-ha!" moment that helped me get my material working, great stuff and to the point!
we live for 5 minute materials
Me too. Send help!
Mathew will be jealous. Great stuff, sir !
To-may-toes To-mah-toes haha. I love Mat's videos so much!
Dude! the way you visualize the negative 1 and 1 and why you do that is so valuable, I could never wrap my head around why I have to do that but this helps so much!
These video are great help. I was really confused using the sine node as it just seemed to be a bit a random, now I understand why, you need to divide by 2 and add 0.5 to bring it above 0. Great explanation. Thanks
Please keep bringing these tuts in! There's so much of the Materials nodes yet to be explored :)
Wonderful content, as usual!
Thanks Joshua! Very happy that you're enjoying it :)
wearing the stripey tshirt for the sine tutorial 🔥
I'm going to have to watch this entire series
Great video mate
Cheers Loki - glad you enjoyed it!
Would be interesting to play with this node and the one you used for water, I have a feeling it could easily make a wave on the shores vibe really easily
Great video sir!
I made a material for a bouncy tutorial arrow with time, sine and world position offset. Ty for your amazing work!
Disco lights now tripping balls ;) wooohoooo. Great vid
Hahaha glad you enjoyed :P I have a bad habit of creating materials that hurt eyeballs.
Thank you so much!
Lovely video ol chap😄
Just to add to this topic, as I've been playing around with sine and cosine.. I needed a digital pulse, i.e. on and off. In this case, the Sine wave, once normalised is more suitable. To get the pulse you need to send it into the y input of a step node with the x value set to 0.5, this means when the signal goes above 0.5 it puts out a 1, below 0.5 it puts out a 0. Because the sine wave once normalised starts at 0.5, the pulse will start exactly at the right position of the wavelength. I had to visualise this myself in photoshop to get my head around it as cosine was giving me weird results, now I know why. By using the cosine with the step node it would put out a 1 for 1 quatre of it's wavelength, then drop to 0 for the next two quarters, then return to 1.
You could also use Ceil right after the sine without remapping to get a 50/50 on and off. Step is great for getting any other ratio, though, and is a lot more descriptive
@@PrismaticaDev thanks I'll keep that in mind next time I need the effect
Thank you!
Your tutorials are great, I'm bad at math but can understand what you're saying🤯
Can you cover the DitherTemporalAA node? I saw a video where a guy made an oldschool dithering effect (think gameboy) with it. Thats one thing you can do with it but UE4 says theres all sorts of things that you can accomplish with that node.
Definitely! It’s one of my most used nodes since I use a cel shader and translucent materials don’t work very well, so dithering is my go-to for opacity masking :) I’ll definitely look in to other applications like colour as well
I didn't ever learn complex math but have been learning game dev, and once they started putting math inside colors just made things 10x worse. I appreciate your explanations XD
You are the Sebastian Lague of Unreal
Haha still a long way to go to compare to titans like that, but I appreciate it nonetheless! Don't forget to share with a friend :)
Hi! I've got a question on sine wavess, Let's say you want to alter the curvature of a sine wave (0 to 1 ramps up fast, but 1 to 0 fades out slowly, keeping the timing of waves intact) is this possible? As a fix for now I've just created a gradient textur with that exact falloff between values but I'm hoping there is a math way instead :)
Thanks so much for this awesome video :D
A gradient texture is a really good solution, although you might be able to do it cheaper by overlapping 2 sine waves, with 1 of them offset. You would probably want to visualise it with an online graph viewer to get it perfect :)
Bro can you guide about making sine wave through materials? Of which wave length and frequency we can change on run time.
I was wondering if there is a difference between dividing by 2 and adding .5 to remap from (-1/1) to (0/1) than just using the remap material node?
I'll answer my own question. Using the Remap node you need to know firsthand what the minimum and maximum input range will be whereas using the math will remap the value regardless of the input range. The math is more akin to the ConstantBiasScale node. In this case, since we know the minimum input will be -1 and the maximum will be 1 we can use the Remap node in place of the math. It is just a matter of preference.
Could you use this for larva?
Sure could! The only limit is your imagination
Is there any way of converting all of these math function nodes into a single 'Math Expression' node? In normal the Blueprint Editor I can select "Add Math Expression" but for some reason this isn't an option in the Materials Editor. No idea why.
I would imagine this would be a good way of creating a lava texture or fire.
how adding texture to the time node works man :D that's kind a abstract...
are "1" values in future :o
@@Elmarath Hahaha it's very weird to wrap your head around, but can be extremely useful!
Hey. What about displacement?
4:00 lmao
Is there a way that sine goes from 0 to 1 and instead of goes from 1 to 0 start again in 0 ??
You can Add an offset before going in to the Sine node to make it start from a different point, and you can remap it after the Sine node to turn it from -1 -> 1 to 0 -> 1.
Although you might also be asking for the Frac node, which removes anything left of the decimal place
Make a tutorial about how to make water, a lake, a ocean, etc.
That will be something I'll definitely do when the UE4 water system becomes a bit more fleshed out! Cheers :)
@@PrismaticaDev jajaja or cell shaded materials xd hello from mexico
why do you not show the entire material nodes?
I show all of the nodes necessary to learn about the Sine function - everything else isn't relevant to the video
@@PrismaticaDev Thanks for the reply! Is there a way to make the sine node period expression into a parameter?
Cant make this in unreal 5 tho color wont change
Could you post a screenshot of your material graph? Something likely isn't plugged in. You might also have Live Preview turned off in your material editor - does it work once it's in the world?
Looks like a lava material
Press 3 and click to make a color input. Unreal Engine is very useless at teaching these things, took me half an hour to figure this out.
I'm pretty sure I'm blind after this video