I think you forgot one of the most common usage with MF which is using MaterialAttributes as input and output. The cool thing about it is that you can literally send complete material and chain it through MF that can alter/add/remove each individual output. Also from my xp having a ton of MF will tend to add a lot of material recompilation, specially if you have them in a lot of materials, so this has some scalability limits. Very cool summary otherwise!
Haha you're absolutely right about shader recompilation when you make changes to something that's being used everywhere else! As for the Material Attributes, I've never personally found it that useful since I don't work with standard PBR textures and tend to do a lot of extra effects "between" material layers, if that makes sense haha. But yeah I definitely should have mentioned it - especially when it comes to Landscapes a lot of people use them that way
Man, I havent seen a video of yours on my feed in ages. Two and a half years ago I started watching your videos when I started to learn unreal for fun. One and a half years ago I got a job as a level designer in Unreal at a small studio. Half a year ago I got a job at an awesome, bigger, local studio. Not in Unreal, but as an artist. But still, my move to the gaming industry (coming from animation) started here at some point. Man.
So happy to hear you're doing awesome things! I've been a bit busy lately so videos have taken a backseat but I'm still chugging along. Best of luck with your endeavours!
You are a really good teacher man. I like how you focus on the purpose and usecases of each item instead of simply step by step guides on how to do something. No joke you should make a paid UE course. It would probably do well.
Cheers! I'm glad you like the style and method :) I don't really believe in gating education behind money, but feel free to check out the Patreon if you'd like to show support!
@@PrismaticaDev Very admirable to keep it free :) I have paid for a few courses in the past that had some pretty bad teaching styles. It is surprisingly rare to find someone who takes the time to explain why something is being done.
Wtf it happened again lmao. Less than 24 hours after I decide to check something out myself you've got a vid on it. Made my first material function last night while someone else was helping me in the discord hahaha. Will still check this out though since I'm sure you cover all kinds of things I didn't even think about
I like the idea of using MF as a palette, I wish you could feed that into a Material Instance as the color selection, that would make a nice way to have palette consistency. I'm thinking that I could put a bunch of palettes into my master material though and then have a selector for the material instance, though if you want multiple routing options that could get nightmarish.
@@PrismaticaDev nice, I’ll be looking at layering soon, I’m kind of on a materials deep dive currently and have a great video on layering saved. Last week I built a nice master material and several shaders, so I’m experimenting with those currently to see how far they’ll get me in designing my scenes and props. Then I’ll likely expand the master and build some more special case masters off of it, which is where the layering will come in.
I could look in to it, but they seem sort of useless honestly haha. From what I've read, it's just a material function but with different default parameters. Except it's more confusing to set up
What is the PCG version of a material function? This is a great workflow, what should I be doing to make my procedural content generator have the same structure?
Hello! Thank you for taking these videos. There are useful and helpful. I have one question. How to make physical animation for metahuman? When I simulate physical animation for body and head they don’t move synchronously. I have no idea how to fix it
Can you tell how we can write own shader and use it in unreal instead of the given principal? So for eg if I do not want to use principal shader and want to create an approximation to it and use that. Is that possible?
Hello! It's quite a complex question - you could simply change the colour, the roughness and the normals using a Lerp, or you could do something much more involved. It really depends on the effect you're after :)
Hello, I know what material I should make, but my question is how to apply the wetness material on the character based on the height of the water, for example, if the character's feet enter the water, so that it gets wet as much@@PrismaticaDev
hmmm...thanks for making me aware of the importance of material functions. Unfortunately there was way too much blah blah blah and at the end of it I still don't have a clue why they're important or useful. Think I'll try looking elsewhere
I think you forgot one of the most common usage with MF which is using MaterialAttributes as input and output. The cool thing about it is that you can literally send complete material and chain it through MF that can alter/add/remove each individual output.
Also from my xp having a ton of MF will tend to add a lot of material recompilation, specially if you have them in a lot of materials, so this has some scalability limits.
Very cool summary otherwise!
Haha you're absolutely right about shader recompilation when you make changes to something that's being used everywhere else!
As for the Material Attributes, I've never personally found it that useful since I don't work with standard PBR textures and tend to do a lot of extra effects "between" material layers, if that makes sense haha. But yeah I definitely should have mentioned it - especially when it comes to Landscapes a lot of people use them that way
@@PrismaticaDev ah yeah you're right, mostly used with PBR pipelines
Man, I havent seen a video of yours on my feed in ages.
Two and a half years ago I started watching your videos when I started to learn unreal for fun. One and a half years ago I got a job as a level designer in Unreal at a small studio. Half a year ago I got a job at an awesome, bigger, local studio. Not in Unreal, but as an artist.
But still, my move to the gaming industry (coming from animation) started here at some point. Man.
So happy to hear you're doing awesome things! I've been a bit busy lately so videos have taken a backseat but I'm still chugging along. Best of luck with your endeavours!
You are a really good teacher man. I like how you focus on the purpose and usecases of each item instead of simply step by step guides on how to do something. No joke you should make a paid UE course. It would probably do well.
Cheers! I'm glad you like the style and method :) I don't really believe in gating education behind money, but feel free to check out the Patreon if you'd like to show support!
@@PrismaticaDev Very admirable to keep it free :)
I have paid for a few courses in the past that had some pretty bad teaching styles. It is surprisingly rare to find someone who takes the time to explain why something is being done.
Wtf it happened again lmao. Less than 24 hours after I decide to check something out myself you've got a vid on it. Made my first material function last night while someone else was helping me in the discord hahaha. Will still check this out though since I'm sure you cover all kinds of things I didn't even think about
Hahaha it's destiny! Hope you learn a trick or two :)
I like the idea of using MF as a palette, I wish you could feed that into a Material Instance as the color selection, that would make a nice way to have palette consistency. I'm thinking that I could put a bunch of palettes into my master material though and then have a selector for the material instance, though if you want multiple routing options that could get nightmarish.
I think it’s technically possibly using Material Layers, although I haven’t looked in to it much myself
@@PrismaticaDev nice, I’ll be looking at layering soon, I’m kind of on a materials deep dive currently and have a great video on layering saved. Last week I built a nice master material and several shaders, so I’m experimenting with those currently to see how far they’ll get me in designing my scenes and props. Then I’ll likely expand the master and build some more special case masters off of it, which is where the layering will come in.
I really enjoyed the simple grass wind dance 😁
Dude your videos are so well made. I haven't even switched to unreal yet and I'm still binge watching all your tutorials lmao
Haha I can remember doing that before I started game dev. Soak it all up, my dude!
I agree! i work in unreal for a living and i still watch them because they're so well made!
Good to see you! Hope you are doing well. I always appreciate your videos I come to hang as much as I do to learn.
I am so excited for a substrate series and a physics control series heh thanks mate!
I probably won't be going in to Substrate for a long time, but Physics Control absolutely! :)
@@PrismaticaDev WOO! (i was more excited for physics control!!) hope life finds you well dude, you're awesome for making these vids for us!
would you be able to do a video on material function instances? where and when do you need them?
I could look in to it, but they seem sort of useless honestly haha. From what I've read, it's just a material function but with different default parameters. Except it's more confusing to set up
Although, I think you can swap them per material instance, so maybe there are some uses there
You could do a video like all blender modifiers, but instead explain all create advance asset in unreal. Lol :) @@PrismaticaDev
Honey come quick, Prismatica dropped another banger
"This tutorial saved my marriage, you won't believe what happened next"
The hair simulations of the video in bottom left are nice.
It's all shaders!
What is the PCG version of a material function? This is a great workflow, what should I be doing to make my procedural content generator have the same structure?
Hello!
Thank you for taking these videos.
There are useful and helpful.
I have one question. How to make physical animation for metahuman?
When I simulate physical animation for body and head they don’t move synchronously.
I have no idea how to fix it
Hey! I haven't seen one of your videos for a while. Lovely to see you, and thanks for the explanation - blah, blah, blah...
Can you combine two already created materials?
Can you tell how we can write own shader and use it in unreal instead of the given principal? So for eg if I do not want to use principal shader and want to create an approximation to it and use that. Is that possible?
Do you mean a custom shading model? I'm not exactly sure how to do it myself, but I know that it is possible
I saw your awesome water surface simulation system on Discord, are you going to do a tutorial ?
Next video will cover the whole process :)
Awesome, Thank you very much !
When u gonna release demo or smth like that??????
When it's ready TM
@@PrismaticaDev good job bro i love what u do
how do i create cloth wet-able material ue5?
Hello! It's quite a complex question - you could simply change the colour, the roughness and the normals using a Lerp, or you could do something much more involved. It really depends on the effect you're after :)
Hello, I know what material I should make, but my question is how to apply the wetness material on the character based on the height of the water, for example, if the character's feet enter the water, so that it gets wet as much@@PrismaticaDev
Thank
Hello !!
Hello!!!
where you going ? hhh thanks you very much
I've been a bit busy with life and also a new plugin project (video about that soon!) Thanks for watching :)
@@PrismaticaDev thank you for make this tutorials
hmmm...thanks for making me aware of the importance of material functions. Unfortunately there was way too much blah blah blah and at the end of it I still don't have a clue why they're important or useful. Think I'll try looking elsewhere
No worries :) Hope you find the perfect video for you!