Vertex Interpolator // Optimization Gigachad | 5-Minute Materials [UE5]

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  • čas přidán 28. 12. 2022
  • WOW! Here's a handy node that can save you hundreds of thousands of instructions in your shaders and materials. This node saved my marriage. While the outcome can look blocky when used inappropriately, it's unnoticeable when used correctly. This is a vital part of optimizing shaders :)
    Enjoy!
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Komentáře • 35

  • @TheDesknight
    @TheDesknight Před rokem +4

    Chilling suddenly stop as i witness the Massive character material.

  • @javisartdesign
    @javisartdesign Před rokem +3

    Thanks, this one was really useful since it makes sense so many things right now.

  • @matthewschuessler8493

    I figured out how this will work in my logic. Thanks bloody legend

  • @TheFrederickz
    @TheFrederickz Před rokem +6

    I use this node all the time, especially in mobile development where scrolling a texture on the pixel stage doesn't work because of tile renderer limitations so you need to scroll the UV in the vertex stage and that works just fine.

  • @notfabiantapia8942
    @notfabiantapia8942 Před rokem +2

    OMG I was looking for this effect, ty

  • @eventidestudios
    @eventidestudios Před rokem +2

    Been a minute since I've watched one of your dev videos and I gotta say I feel I've been really missing out. What a tremendously useful node. Definitely going to use this to optimize some of my simpler color-based shaders.

  • @ACouchpirate
    @ACouchpirate Před rokem +2

    Performance gain magic I didn't even know existed, pretty neat

  • @Jiggy...
    @Jiggy... Před rokem +1

    Awesome and very helpful video man. thanks a bunch!

  • @ubivatel4207
    @ubivatel4207 Před rokem

    Holy, it was literally yesterday I tried googling what this node does and couldn't find it on your channel or anywhere, massive thanks!

  • @enricobersani8948
    @enricobersani8948 Před rokem +2

    As a beginner, witnessing the gigachad material made my skin crawl as if i experienced some kind of lovecraftian shapeless horror

  • @isawedthedemons
    @isawedthedemons Před rokem +14

    very useful node, but there is a limit of how many times you can use it in a material. if you look at the stats window, it shows you the number of interpolators used, and what the max is. and yeah, when used incorrectly, it can sometimes ADD instructions to the pixel shader LoL that is because the node can interpolate both ways, i.e. pixel to vertex, vertex to pixel.

  • @ChrixB
    @ChrixB Před rokem

    That is very advance knowledge, thanks for that !!

  • @wellweldedgames
    @wellweldedgames Před rokem +4

    That's perfect for low polys using color palettes, I suppose.

  • @nhatminh7397
    @nhatminh7397 Před rokem +3

    :3 nice man

  • @mrzero2089
    @mrzero2089 Před rokem +1

    can you make a video about the render pipeline. one of the advantages and disadvantages of unreal is that you got everything. like the foliage system, most of the youtube tutorials don't talk about how the mesh instance work and without GPU gems I would never know. now I know how to use them in other ways besides the foliage. That's what makes me love your channel you don't just make material, you describe every node. Big respect to you

  • @MrTot117
    @MrTot117 Před rokem

    Is it usefull to put this node vertex interpolator for LODs materials ?

  • @semirukiya5308
    @semirukiya5308 Před rokem

    I was trying to use this with my grass but seems like it doesn't really work for some reason. The grass will still have other gradient values if it's higher or lower in the world. Is there any known fix for this? I was trying to use Your setup but also with using BoundingBoxBased_0-1_UVW and ObjectPosition nodes but the result is still the same (I currently use UE5.2 but I had this problem also with previous versions). I don't know if it makes a difference but the said grass is generated on Landscape via the material.

  • @Algyr_
    @Algyr_ Před rokem

    me: watches video

  • @OriginRow
    @OriginRow Před rokem

    Can you share that character material setup with UE4blueprint for learning/educative same like performance and procedural

  • @Chris-jo1zr
    @Chris-jo1zr Před rokem +1

    This is great, I'll have to look into it for Unity Shadergraph. What I will say, even as a Unreal fan boy, I find Shadergraph defines the Vertex and Fragment Shader really well, I'd used UE4 materials for a long time without knowing about vertex shaders, but Unity had it there, right in your face from the start, I'd love it if Unreal separated the many parts of a shader in the nodes like Unity does.