I really need to thank you for all your videos and the way you present them. I've been looking for this kind of direct, well explained, single concept content for quite a while. many others tend to clutter their presentation with information that is either irrelevant or confusing - so, thank you for your delivery. All I need to do now is set aside a week or more to grab them all.
This is awesome. I love all of your tutorials! You really help to explain the concepts which helps me with critical thinking to then go and create what I want. Like teaching me to fish!! :D Thank you!
Yea my texture coord end up looking different. I have a smooth color change but it doesnt do it radially. When I do either 1-x or the bias I end up witth red in one corner and green in the other with it blending through
So I've followed this video as I wanted to have a cursor similar to this in my game. However, it seems there is this tiny sliver when the alpha value is at 0. I was trying to put this as a surface material for a plane instead of a UI mat. Do you know why this might be happening or how to account for that?
Hi Mathew Wadstein, how are you? The video is very good, but I have a problem with the radial bar. I am using Unreal Engine 4.25. The menu works perfectly, looks great in the editor. However when the game is compiled, in the cooked version, for windows x64 the radial bar simply does not work. How is it possible to solve? Can someone help me?
Suggestion: make a version that doesn't use float% of turn, but instead uses divisions of a turn. what i mean is give a float that is used to divide by τ. so 1 would be a full turn, 2 would be one half. 1.5 would be 2/3 of a turn, 3 is one third, etc. Getting a precise 1/6 like you tried using a % seems a lot more difficult than simply using 6. let me know what you think.
Very handy! Thank you. I wish Unreal had something by default like this.
I really need to thank you for all your videos and the way you present them. I've been looking for this kind of direct, well explained, single concept content for quite a while. many others tend to clutter their presentation with information that is either irrelevant or confusing - so, thank you for your delivery. All I need to do now is set aside a week or more to grab them all.
Tomatoes?
This is awesome. I love all of your tutorials! You really help to explain the concepts which helps me with critical thinking to then go and create what I want.
Like teaching me to fish!! :D
Thank you!
Awesome video and great alternative method to using textures, thanks!
You are too good at this.
Thanks for another great video! You're my hero.
Yea my texture coord end up looking different.
I have a smooth color change but it doesnt do it radially. When I do either 1-x or the bias I end up witth red in one corner and green in the other with it blending through
you can just use a Subtract Node with 0.5 for B except the ConstantBiasScale. Dont know why this changed but it works for me with Subtract
@@ocri998 hahaha wth
nice :P thx for presentation how it works at the end of vid
the thing i didn't get is how the progress bar percentage is binded to the alpha of the material
Set a parameter value, and then name the parameter Alpha
So I've followed this video as I wanted to have a cursor similar to this in my game. However, it seems there is this tiny sliver when the alpha value is at 0. I was trying to put this as a surface material for a plane instead of a UI mat. Do you know why this might be happening or how to account for that?
Hi Mathew Wadstein, how are you?
The video is very good, but I have a problem with the radial bar. I am using Unreal Engine 4.25. The menu works perfectly, looks great in the editor. However when the game is compiled, in the cooked version, for windows x64 the radial bar simply does not work.
How is it possible to solve?
Can someone help me?
plz explain how to use precomputed visabilty voulme. forgive my english.
Suggestion: make a version that doesn't use float% of turn, but instead uses divisions of a turn.
what i mean is give a float that is used to divide by τ.
so 1 would be a full turn, 2 would be one half. 1.5 would be 2/3 of a turn, 3 is one third, etc. Getting a precise 1/6 like you tried using a % seems a lot more difficult than simply using 6.
let me know what you think.
I agree. There are definitely some ways to improve this and having a divisor basically would be alot easier ;)
+Mathew Wadstein the concept is clear, though. not a complaint for sure.
Did not take it as a complaint =) Your comment about another way to use this is great!