Cheers Karl :) I'm hoping to build up a huge playlist and then order them in a specific way that people can watch it from start to finish and know EVERYTHING haha. Glad you're enjoying!
In 2017 or so I made a system of getting snow/sand onto the tops of objects but it was much more convoluted than this. I never realized this node even existed, I just assumed the old method was the only one. Nice to know there's a much simpler way of doing this.
I was wondering... How do you handle your terrain? I'm new to UE4 coming from Unity, and was curious if you use things like RVT or Auto Materials etc. I'm finding there are a lot more steps to making terrain in Unreal but maybe I'm missing something. Your tuts are always helpful!
Hey Ashley! I use Unreal's Landscape and Landscape Materials as well as some RVT stuff to help objects blend with the landscape. I'll do a short video on how it's set up in the near future :)
Hi! I am looking to achieve a specific effect and I ended up in this video :) I want to make an unlit material look 'lit' looking like being lit by a single directional light. But tied to the camera. If the material is in a sphere and you orbit around the sphere, the sphere will always look the same because the directional light is like linked to the camera view. but will look shaded (for example brighter in the upper left and darker in the lower right. I tried with different normal nodes ( Viewalignedreflection, pixelnormal,vertexnormal) but cant find a solution that looks the same even if I rotate the camera around. Do you have any suggestion? I love your channel :)
Dude these small explanation videos are so great! Really an easy way to consume knowledge.
Thanks a lot for making them!
Cheers Karl :) I'm hoping to build up a huge playlist and then order them in a specific way that people can watch it from start to finish and know EVERYTHING haha. Glad you're enjoying!
In 2017 or so I made a system of getting snow/sand onto the tops of objects but it was much more convoluted than this. I never realized this node even existed, I just assumed the old method was the only one. Nice to know there's a much simpler way of doing this.
There's always a simpler way - a lesson I'm yet to learn considering I overengineer EVERYTHING ;)
@@PrismaticaDev Same.
Can't wait for Prismatica! 😮 Love the art style.
Thanks Josh :) We'll be running a very small profiling/visual demo in our Discord in the next few weeks!
Even the Boss Man was too scared to wake a sleeping cat to make it wave. Love this series, btw.
As they say; let sleeping cat's lay hahaha
Yo this is epic, this is a quick thing that indeed helps a lot with the environment :D, thanks for the high quality video ^^
No worries at all Alejandro :) Thanks for watching!
Thank you for doing this videos, it is honestly so helpful
Always a pleasure Zack :)
Great charlie! I know a bit more of shaders today thanks to you, man!
No problemo my man :) Hope this one comes in handy!
Super useful node! Cheers :)
YEETE!
good tut,not just what is it but how to use in real case!!!
Thank you :) I hope you find a lot of use for it!
How is no one talking about your s u r r e a l sideways ocean? So cool.
Why should I Take both vertex and pixel normal, then I just can take pixel normal?
I was wondering... How do you handle your terrain? I'm new to UE4 coming from Unity, and was curious if you use things like RVT or Auto Materials etc.
I'm finding there are a lot more steps to making terrain in Unreal but maybe I'm missing something.
Your tuts are always helpful!
Hey Ashley! I use Unreal's Landscape and Landscape Materials as well as some RVT stuff to help objects blend with the landscape. I'll do a short video on how it's set up in the near future :)
*Googly eyed Patrick Star* “I love you”
Hi! I am looking to achieve a specific effect and I ended up in this video :) I want to make an unlit material look 'lit' looking like being lit by a single directional light. But tied to the camera. If the material is in a sphere and you orbit around the sphere, the sphere will always look the same because the directional light is like linked to the camera view. but will look shaded (for example brighter in the upper left and darker in the lower right. I tried with different normal nodes ( Viewalignedreflection, pixelnormal,vertexnormal) but cant find a solution that looks the same even if I rotate the camera around. Do you have any suggestion? I love your channel :)
Hello! You'll want to use a Dot Product between the world normals (vertex or pixel) and the Light vector (direction of the "sun")
@@PrismaticaDev thanks! But how do I tie it to the camera view? I want the 'sun' attached to the camera ☺️