Excellent as always! Thanks! Would you ever consider “5-minute” blueprint nodes/behavior tree tasks etc reviews? I really enjoy your content and this format. Either way, love your channel man!
Heya Logan! If you're looking short Blueprint videos I HIGHLY recommend Mathew Wadstein's channel. He's already covered every single BP node in short videos and that's what inspired me to create this series :) I think he also covers Behaviour tree things
That's an amazing idea! I'll have to brush up on all of them haha especially since when I go to type something in, they're all out of order with the latest patch haha
A clamp allows you to choose what values you want the clamp to be (presumably by using Min and Max functions) so you'd be able to clamp negative 1 to positive 2, for example. Saturate, on the other hand, always clamps 0 to 1 but it completely free on most GPUs according to the tooltip :)
The "saturate node" tip to clamp a value it's really cool, but accordng to the 'Performance Guidelines for Artists and Designers' the Clamp node has a different performance cost when using 0 and 1 values, so I think it is using a similar (if not the same) algorithm in the background with those values. docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/Guidelines/index.html
My Materials Lerps don't seem to work... AT ALL. Always looks like the alpha is at 0, no matter what I use for input, or even if I just change the number without plugging anything in. Might there be a setting I'm overlooking?
Hey Jake! Sounds very odd indeed... You might be using a Material Instance of the material which has its alpha setting at 0? And the Master materials changes might not propagate. That would only be the case if you were using parameters though... Would you mind sending me a screenshot on Discord?
@@PrismaticaDev, Thanks Very Much. For anyone who might have a similar issue: Make sure your color parameters have DIFFERENT names, or Lerp treats them as just ONE parameter even though they appear to be different. Charlie spotted it immediately, and it fixed the problem completely. Bravo, Dude. (c:
BlendMaterialAttribute is like a Lerp but for every single material attribute at once. So it "might" be cheaper to use it if you're blending entire materials together (if they do some funky stuff under the hood) but otherwise a Lerp will be cheaper.
I wish I had found this a year ago its one of the strangest things in unreal to figure out because its everywhere and there is no real instruction from unreal about how it works good tut
Haha I add little annotations via RUclips but they mustn't show up on Mobile possibly?? I will add the links now that you mention it though, thanks! :)
Please tell me why this video has 2 dislikes!! Who did that? Those are the best tutorials on the internet!!!!
Lerps are life, lerps are love.
My kingdom for a lerp.
5-Minute Materials. What a nice idea. Thanx again, Charlie!
Hope they're coming in handy! :)
I've found the lerp node is one of most useful and versatile nodes. It's got so many applications that people tend to overlook.
Absolutely - it's one of the most simple AND most complicated nodes on the block!
Excellent as always! Thanks! Would you ever consider “5-minute” blueprint nodes/behavior tree tasks etc reviews? I really enjoy your content and this format. Either way, love your channel man!
Heya Logan! If you're looking short Blueprint videos I HIGHLY recommend Mathew Wadstein's channel. He's already covered every single BP node in short videos and that's what inspired me to create this series :) I think he also covers Behaviour tree things
@@PrismaticaDev will do, thanks!
I'm always sure to like your videos before I even watch them, cause I know it's gonna be good. Keep it up dude, I love your teachings :)
Awesome work my dude
Thanks as always mate :)
Amazing, my materials already use lerps but now I can level up the game with the lerps :D, thanks ^^
Thank you! Now you can lerp your lerps!
@@PrismaticaDev I can lerp each option and the alpha for _extra fun_
I love these vids so much. They're so useful! Would you consider making a video explaining the shortcuts in the material graph?
That's an amazing idea! I'll have to brush up on all of them haha especially since when I go to type something in, they're all out of order with the latest patch haha
Yet again, awesome content!
Thanks legend :) Glad you're finding it useful!
Great tuto !! Thanks Bro !!
I've started to like before even i watch.
lerp node available in material function?
Yep, sure would be :)
Today I learned to Clamp ya damn Alphas
Lesson: learneded.
What's the difference between saturate and clamp?
A clamp allows you to choose what values you want the clamp to be (presumably by using Min and Max functions) so you'd be able to clamp negative 1 to positive 2, for example. Saturate, on the other hand, always clamps 0 to 1 but it completely free on most GPUs according to the tooltip :)
@@PrismaticaDev Good to know, thank you.
The "saturate node" tip to clamp a value it's really cool, but accordng to the 'Performance Guidelines for Artists and Designers' the Clamp node has a different performance cost when using 0 and 1 values, so I think it is using a similar (if not the same) algorithm in the background with those values.
docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/Guidelines/index.html
@@vincenzoarnone7406 Good pickup! I imagined Clamp 0-1 would get optimized to do that. The saturate node is nice and small though :P
My Materials Lerps don't seem to work... AT ALL.
Always looks like the alpha is at 0, no matter what I use for input,
or even if I just change the number without plugging anything in.
Might there be a setting I'm overlooking?
Hey Jake! Sounds very odd indeed... You might be using a Material Instance of the material which has its alpha setting at 0? And the Master materials changes might not propagate. That would only be the case if you were using parameters though... Would you mind sending me a screenshot on Discord?
@@PrismaticaDev, Thanks Very Much.
For anyone who might have a similar issue:
Make sure your color parameters have DIFFERENT names, or Lerp treats them as just ONE parameter even though they appear to be different.
Charlie spotted it immediately, and it fixed the problem completely.
Bravo, Dude. (c:
Note: Saturate > Clamp 100% of the time unless you're gonna go out on 0 - 1 range. Saturate is free to and doesn't add toll on graphics computation.
@@Hudson1615 yep - although I’m pretty sure the compiler will convert a 0-1 static clamp to a Saturate under the hood
does it work for interpolating texture in three.js?
Hey hey - not sure what you mean. What is three.js?
men your are the best
Who is cheaper between lerp and BlendMaterialAttribute?
BlendMaterialAttribute is like a Lerp but for every single material attribute at once. So it "might" be cheaper to use it if you're blending entire materials together (if they do some funky stuff under the hood) but otherwise a Lerp will be cheaper.
Epic! S2
Epic (games)
This node is also not available in material editor.
Can i have that texture file
Here you go :) www.dropbox.com/s/7equ32073rkox54/PackedClouds.png?dl=0
I wish I had found this a year ago
its one of the strangest things in unreal to figure out because its everywhere and there is no real instruction from unreal about how it works
good tut
Beware the mighty thumbs-up Charlie, come to destroy this side of the universe.
Nuuu. The tutorials here and here didn't appear.
I always herp, when I lerp.
Herpa Lerpa
I am using UE5.
You need to add the links for other tutorials otherwise u just point the corner ;)
Haha I add little annotations via RUclips but they mustn't show up on Mobile possibly?? I will add the links now that you mention it though, thanks! :)
@@PrismaticaDev possible my phone then yeah but thanks :)