Circle Signed Distance Field - Procedural Shapes and Patterns - Episode 2
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- čas přidán 3. 07. 2024
- In this video, I show how to create a signed distance field for a circle shape in Unreal and Unity. We add controls for the size of the circle and then output the results as a shape, an outline, and the SDFs of both. At the beginning of the video I start with the tour of some of the types of things we're going to be able to create with out procedural shapes and patterns.
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Here's last week's tutorial that introduces the new series and shows how to create a Linear Gradient node and an Anti-Aliasing node.
• Intro To Procedural Sh...
Here's the playlist for the whole series:
• Procedural Shapes and ...
Shader Book Recommendations
www.bencloward.com/resources_...
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Theme Music
Peace in the Circuitry - Glitch Hop
teknoaxe.com/Link_Code_3.php?q...
Background Music
Speo - The Little Things
• Speo - The Little Things
#UnrealEngine #shadergraph #Unity
Really appreciate how you're taking the time to do this in Unreal, even though you literally work for Unity. I think it's very healthy for students to see the way they need to be fully engine agnostic to have the strongest career possibilities
I've been dying for a series close enough to CatLikeCoding's unity tutorials but for unreal, dealing with pretty much the entire render pipeline. This seems like steps in the right direction
I knew about SDFs but I never understood how and why to use them - this video answered so many questions ♥️
Thx Ben. I really love your Tutorials! 😊
thanks ben!
Ben Thanks for this fantastic series, I wonder if there is any differences between your SDFs shader and the one that come with Unreal engine, the MaterialLab library.
There are some small differences, but if you don't want to go through the effort of building them, you can probably use the MaterialLab versions instead.
super cool
Thank you. it's very helpfull. but my UE5 crashed when connect true bool. Do you have an idea?
I saw someone showcased liquid in the bottle SDF shader (HL:Alyx like). Dont know though was it true or not.
Hmmm.. i think add, subtract and lerp (0.5) nodes created around 23:10 will ALWAYS result in the input value of size. I mean, they are not necessarily and can be deleted.
I think you're right, I can't see the difference between enabling or disabling "Stroke Thickness Relative".
I re-watched the lecture a few times to make sure I wasn't following and building it wrong, but the results are always the same 😅
@JeffJeffMe i didn't make it yet, but I'm talking about something different. what i have in mind is if you have X+a and X-a and then calculate the average of it (lerp with alpha 0.5), the result of this math is just X.
draw splines pleeees