Thank you so much for your tutorials. They are great. It would be wonderful if you could show me/us how to create an intersection with the Environment. For example to create a force field. But anyway, thanks for all your tutorials.
Hi Ben. How have you been? I have had a lot of work and so far this year I have not been able to see it in full. Thank you for your time in sharing with the community, your experience and knowledge are invaluable to me. I really liked the light effect of your third example. I'm going to recreate it. My question would be: How could I make the animation of the light inside the object have a more erratic movement and move a little faster? How could I control those variables since the "y" axis is the only one I see can you manipulate?
In my example, I was just moving the "light" back and forth by changing the Y axis, but you're welcome to move all three axis in random ways, maybe add the sine of time to all of them but at different speeds and distances. That would make the movement more erratic. You can change the speed of anything just my multiplying time by a larger or smaller value.
@@BenCloward Hello Ben, thank you for the cool example! I'm also thinking about how to randomly moving ''light" and bouncing inside. Could we define a bounch of fixed points outside of the object in every direction first, then the light moves towards one of these points. And when the light is out of the bound of the object, it switch to next point to move the light towards to. Could this possibally work?
Thanks for the amazing tutorial Ben. Regarding the depth visualization, in Unity shader graph if you have a distance node connected to a world space position and camera position, a scene depth node (RAW output) and a screen position alpha value (RAW output), are these essentially the same thing? Thanks again!
Great content as always. One question. In your first example with the unity sphere, how did the shader work? I didn't see any texture nodes. Was this a post process shader? Thank you so much!
I'm sorry that was confusing. The stripe and Unity logo are cut into the geometry of the sphere and are using a different material. So it's just the gray portion of the sphere that we're looking at in the example - and the fact that the shade changes based on distance from the camera.
Hi Ben~I had a question : I just saw a node connection which is the Position(Object) Subtract View Direction(Object) in a sample , which will get a interior effect into the object by some other nodes after, Do you have any of answer of this "Position(Object) Subtract View Direction(Object)"😵💫? Thanks a lot :)
Dear Ben, you have show us like is working local position node.. I feel lot curiosity what is the main diference respect objectpivotpoint node? I consider this node very powerfull.. Could you speak about this incredible node?. Tks guy :)
Object pivot point is unique (and in world coordinates). LocalPosition, is different for every point and is the vector of local coordinates of the pixel we are currently rendering
Is there a way to mesurea a distance between two objects? orif a object is touching others? I'm trying to cast a fake shadow between the wall and the floor in a stylized manner in a top down game. It would be like a border to all the walls projected in the ground
Interesting lessons as always!!! If we use a Divide node at 14:55 instead of Multiply, could we define some sort of "radius" of the light with a numeric value? Anyway if you will ever publish a book with this kind of arguments I will buy it for sure.
Verse of the day: “For God so loved the world, that He gave His only begotten Son, that whoever believes in Him shall not perish, but have eternal life.(John 3:16) if you confess with your mouth Jesus as Lord, and believe in your heart that God raised Him from the dead, you will be saved; (Romans 10:9)
wow ... Thank you, Ben.🍻
thanks, cool effects & grate tutorial
Thank you so much for your tutorials. They are great. It would be wonderful if you could show me/us how to create an intersection with the Environment. For example to create a force field. But anyway, thanks for all your tutorials.
Hi Ben. How have you been? I have had a lot of work and so far this year I have not been able to see it in full. Thank you for your time in sharing with the community, your experience and knowledge are invaluable to me. I really liked the light effect of your third example. I'm going to recreate it. My question would be: How could I make the animation of the light inside the object have a more erratic movement and move a little faster? How could I control those variables since the "y" axis is the only one I see can you manipulate?
In my example, I was just moving the "light" back and forth by changing the Y axis, but you're welcome to move all three axis in random ways, maybe add the sine of time to all of them but at different speeds and distances. That would make the movement more erratic. You can change the speed of anything just my multiplying time by a larger or smaller value.
@@BenCloward Hello Ben, thank you for the cool example!
I'm also thinking about how to randomly moving ''light" and bouncing inside.
Could we define a bounch of fixed points outside of the object in every direction first, then the light moves towards one of these points.
And when the light is out of the bound of the object, it switch to next point to move the light towards to.
Could this possibally work?
Thank you!!!! ❤️
Thanks for the amazing tutorial Ben. Regarding the depth visualization, in Unity shader graph if you have a distance node connected to a world space position and camera position, a scene depth node (RAW output) and a screen position alpha value (RAW output), are these essentially the same thing? Thanks again!
Great content as always. One question. In your first example with the unity sphere, how did the shader work? I didn't see any texture nodes. Was this a post process shader? Thank you so much!
I'm sorry that was confusing. The stripe and Unity logo are cut into the geometry of the sphere and are using a different material. So it's just the gray portion of the sphere that we're looking at in the example - and the fact that the shade changes based on distance from the camera.
@@BenCloward ooh yeah right! Thanks so much for the reply!
Hi Ben~I had a question : I just saw a node connection which is the Position(Object) Subtract View Direction(Object) in a sample , which will get a interior effect into the object by some other nodes after, Do you have any of answer of this "Position(Object) Subtract View Direction(Object)"😵💫? Thanks a lot :)
I get a lot of wierd issues with shadows when changing the world position offset like this, at least on unreal 5.4
Dear Ben, you have show us like is working local position node.. I feel lot curiosity what is the main diference respect objectpivotpoint node? I consider this node very powerfull.. Could you speak about this incredible node?. Tks guy :)
Object pivot point is unique (and in world coordinates). LocalPosition, is different for every point and is the vector of local coordinates of the pixel we are currently rendering
Is there a way to mesurea a distance between two objects? orif a object is touching others?
I'm trying to cast a fake shadow between the wall and the floor in a stylized manner in a top down game. It would be like a border to all the walls projected in the ground
Interesting lessons as always!!! If we use a Divide node at 14:55 instead of Multiply, could we define some sort of "radius" of the light with a numeric value?
Anyway if you will ever publish a book with this kind of arguments I will buy it for sure.
Cool :333
I love you
Verse of the day:
“For God so loved the world, that He gave His only begotten Son, that whoever believes in Him shall not perish, but have eternal life.(John 3:16)
if you confess with your mouth Jesus as Lord, and believe in your heart that God raised Him from the dead, you will be saved; (Romans 10:9)