Im bashing my head, since I was searching for solution like this for past year and I only found comments that said its impossible. I can now procedurally texture my clay characters, I love you
Oh my god another absolute champ of a vid by Charles. Finally releasing at the end of this month, hopefully it takes off enough for me to finally send you something other than prime subs
EXACTLY what I was looking for! Was searching for a way to get rid of texture seams and the triplanar method at the end did the trick! Only issue: the XYZ output of the WorldAlignedTexture node still produced some swimming textures. Using the XY output instead fixed it. :)
I have a question, if I want it not to change color when moving the position with an absolute position as it would be, that is, that it be static and the color does not change if I move the position, I want it to be as a local position una duda, si quiero que no cambie de color al mover la posición con posición absoluta como seria, es decir q sea estático y no cambie el color si muevo la posición, quiero q sea como local posición
I know right, it's nuts haha. I had this one scheduled for the sponsor, then realised a couple of days ago that I referenced the Vertex Interpolator in this video which I hadn't uploaded yet. Plenty more in editing right now :)
Thanks for the tutoria! why always 100? is this a magical number or something? Dunno if it's because the scale of unreal is in centimeters. Moreover, In general I have considered multiplications faster than divisions, but because the new hardware I don't know if that has changed recently...
It's just a random number I use haha nothing special about it. As for divide vs multiply, it's technically faster to use a multiply but it isn't going to make a tangible difference in the end. If you use a constant value for the divide it might even just turn it in to a multiply at compile time
would you know how to get physic asset to work with a child bp? i cant seem to get breast jiggle to work in the blueprint . the child mesh has breast bones but the main mesh does not
You've helped me more than you probably even realize, your channel has been a saviour for my UE5 journey, thank you very much
Im bashing my head, since I was searching for solution like this for past year and I only found comments that said its impossible. I can now procedurally texture my clay characters, I love you
Oh my god another absolute champ of a vid by Charles. Finally releasing at the end of this month, hopefully it takes off enough for me to finally send you something other than prime subs
Thanks in advance! I'm about to binge all of your videos, its hard to find interesting(fun) UE5 content creators. You might be the only one!
Criminally underrated.
Thanks! These videos continue to level up my skills in the material editor. :)
EXACTLY what I was looking for! Was searching for a way to get rid of texture seams and the triplanar method at the end did the trick! Only issue: the XYZ output of the WorldAlignedTexture node still produced some swimming textures. Using the XY output instead fixed it. :)
for some reason it took a lot of time to bounce into your channel, but holy sh*t, everything I watched so far was fantastic
you can also make a pre-skinned bounding box position using pre-skinned local bounds and pre-skinned local position.
how would u do that?
I didn't even know this was an issue, but it makes sense, and now I know the solution to the problem too, so that's pretty cool
As always, incredible content, super useful and interesting! Thank you Charlie!
Cool! Just what im looking for
Cat pictures stopped me skipping ad… well played 😅
Nice, that does seem useful
I'm thinking: Blood/ Wounds/ Tears/ Burns
Now to figure out how to get volumes to apply this to the character hahaha
I have a question, if I want it not to change color when moving the position with an absolute position as it would be, that is, that it be static and the color does not change if I move the position, I want it to be as a local position
una duda, si quiero que no cambie de color al mover la posición con posición absoluta como seria, es decir q sea estático y no cambie el color si muevo la posición, quiero q sea como local posición
super useful for lazy people like myself who like doing everything procedurally (:
but how are we gonna make use of those 32gb of vram?
I so wish there was something like this in blender's procedural material nodes.
Could you do one for the new overlay materials
I will as soon as I've tried them out :)
Out of curiosity, where did you originally develop your knowledge on materials?
What? Two videos in two days back to back? Who are you?
These are pre-recorded. Calm down.
I know right, it's nuts haha. I had this one scheduled for the sponsor, then realised a couple of days ago that I referenced the Vertex Interpolator in this video which I hadn't uploaded yet. Plenty more in editing right now :)
Thanks for the tutoria! why always 100? is this a magical number or something? Dunno if it's because the scale of unreal is in centimeters. Moreover, In general I have considered multiplications faster than divisions, but because the new hardware I don't know if that has changed recently...
It's just a random number I use haha nothing special about it.
As for divide vs multiply, it's technically faster to use a multiply but it isn't going to make a tangible difference in the end. If you use a constant value for the divide it might even just turn it in to a multiply at compile time
cant skip the sponsor if there are cats
Any specific reason your videos are 50 fps instead of 60?
Lmao wtf
Australiaaaaa!!!!
would you know how to get physic asset to work with a child bp? i cant seem to get breast jiggle to work in the blueprint . the child mesh has breast bones but the main mesh does not
contin tho you are help full and trust me you must use gpt chat
he is usefull
I've tried it out! Very cool for bouncing ideas off of