Pre-Skinned Nodes // Character Shader Must-Haves! | 5-Minute Materials [UE5]

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  • Опубликовано: 4 янв 2025

Комментарии • 36

  • @Sustyn
    @Sustyn 2 года назад +15

    You've helped me more than you probably even realize, your channel has been a saviour for my UE5 journey, thank you very much

  • @TheSamcek97
    @TheSamcek97 2 года назад +2

    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

  • @LookItsCollin
    @LookItsCollin 2 года назад +2

    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

  • @Iroh_Tech
    @Iroh_Tech 2 года назад +3

    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!

  • @chriswaller8780
    @chriswaller8780 Год назад +2

    Criminally underrated.

  • @skidzR
    @skidzR 2 года назад +4

    Thanks! These videos continue to level up my skills in the material editor. :)

  • @chris_warstat
    @chris_warstat 10 месяцев назад +3

    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. :)

  • @Algyr_
    @Algyr_ 2 года назад +5

    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

  • @isawedthedemons
    @isawedthedemons 2 года назад +5

    you can also make a pre-skinned bounding box position using pre-skinned local bounds and pre-skinned local position.

  • @ACouchpirate
    @ACouchpirate 2 года назад +1

    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

  • @ilarioancora5647
    @ilarioancora5647 2 года назад +3

    As always, incredible content, super useful and interesting! Thank you Charlie!

  • @Jukerlaw
    @Jukerlaw 2 года назад +2

    Cool! Just what im looking for

  • @benthedaddyYT
    @benthedaddyYT 2 года назад +1

    Cat pictures stopped me skipping ad… well played 😅

  • @IrocZIV
    @IrocZIV 2 года назад +2

    Nice, that does seem useful

  • @bestrenderings796
    @bestrenderings796 6 месяцев назад +1

    I'm thinking: Blood/ Wounds/ Tears/ Burns

  • @Nobody91383
    @Nobody91383 Год назад

    Now to figure out how to get volumes to apply this to the character hahaha

  • @andresestevez2701
    @andresestevez2701 2 года назад

    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

  • @matteckenrodt
    @matteckenrodt 2 года назад +11

    super useful for lazy people like myself who like doing everything procedurally (:

    • @isawedthedemons
      @isawedthedemons 2 года назад +5

      but how are we gonna make use of those 32gb of vram?

  • @FruitZeus
    @FruitZeus Год назад

    I so wish there was something like this in blender's procedural material nodes.

  • @muerrtee
    @muerrtee 2 года назад +1

    Could you do one for the new overlay materials

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +1

      I will as soon as I've tried them out :)

  • @laxatory
    @laxatory 5 месяцев назад

    Out of curiosity, where did you originally develop your knowledge on materials?

  • @signarion5430
    @signarion5430 2 года назад +3

    What? Two videos in two days back to back? Who are you?

    • @amswan
      @amswan 2 года назад

      These are pre-recorded. Calm down.

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +2

      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 :)

  • @javisartdesign
    @javisartdesign 2 года назад +1

    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...

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +1

      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

  • @tarkalciol1968
    @tarkalciol1968 2 года назад +1

    cant skip the sponsor if there are cats

  • @LewdSCP1471A
    @LewdSCP1471A 2 года назад +1

    Any specific reason your videos are 50 fps instead of 60?

  • @TheOriginalNewfieGamer
    @TheOriginalNewfieGamer 2 года назад

    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

  • @Pharaonic_Dev
    @Pharaonic_Dev 2 года назад +1

    contin tho you are help full and trust me you must use gpt chat
    he is usefull

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +1

      I've tried it out! Very cool for bouncing ideas off of