Flickering Emissive Material (Unreal Engine)

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  • Опубліковано 12 лип 2024
  • In this video we explore different nodes and parameters used to create an organic flicker on an emissive material and light function. Then create multiple material instances with randomized offsets to use on different objects in your scene.
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    00:00 - Intro
    00:17 - Emissive Color
    02:39 - Flicker
    04:04 - Clamp
    05:25 - Vector Noise
    06:18 - Random Parameter
    07:04 - Material Instances
    09:00 - Light Function Material
    10:17 - Wrapup
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КОМЕНТАРІ • 7

  • @ernestobarroso2022
    @ernestobarroso2022 9 днів тому

    Thanks for this video, it was really helpful!

  • @TahtoneZ
    @TahtoneZ 2 місяці тому

    This was super useful, but I'm a little confused by the vector noise (I'm completely new to using Unreal let alone using node editor.)
    when I added the vector noise, my blue material started changing colors to red, orange, and cyan. What's happening and how do I make my material stay blue. I'm trying to make a "broken" neon sign as context

  • @linusk8266
    @linusk8266 2 місяці тому

    What you can also do is use a PerInstance Random node, multiply that with a Parameter and add it to the time before the noise. This way you dont have to use multiple instances of the material.

    • @ernestobarroso2022
      @ernestobarroso2022 9 днів тому

      I tried this out, but I got this error when I link it before the vector noise node.
      [SM6] (Node PerInstanceRandom) Invalid node used in hull/domain shader input!

  • @KaTeNizola
    @KaTeNizola 2 місяці тому

    I dont have the postrpocessvolume option( why can it be?

  • @MauroMan_
    @MauroMan_ 3 місяці тому +1

    ..in the beginning, te color is more intense than the final result.... Why ?

    • @cartandhorse
      @cartandhorse  2 місяці тому

      I did some post color work in Resolve and Premiere.