Category: Blogpost
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Perfectly Remapping a Cube to a Sphere
A perfectly rounded sphere, with clean and uniform topology. I’m sure every artist who works with 3D models needs something like this at some point.We all went down the route of subdividing a cube multiple times, but that doesn’t translate to a perfect sphere: A good workaround would be to reproject the geometry of the…
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Smooth Stepping Curve Function – Remap Noises for Stylized Looks
A month or so after making the Smooth Stepping Curve Function in Substance Designer, I wondered if the same could be done in Unreal Engine.Turns out you can, but each function does add 22 instructions to the material.I don’t think I will use it much in the future and I don’t really advise it for production projects, especially because…
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Linear & Smooth Step – Material & Niagara Functions
Intro In this blog post, you will find a brief explanation of how these two functions work and their application, I will mainly show the setup of how they can be created as Material and Niagara functions in Unreal Engine. I started looking into this because I needed a Smooth Step Function to use in Niagara and I couldn’t find a built-in node…
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Gradient Visualizer Material Function
Similar to what I’ve done in Substance Designer to visualize the Smooth Stepping Curve Function I made. I created a Material Function in Unreal Engine to use as a tool to visualize sine waves or any gradient I use in my materials for various FXs. If you think this could be something useful, you can find…
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Triangle Wave Function/Modulation
The triangle wave function it’s a cheaper alternative to a sine wave, it can be very useful as the alpha input for a lerp node when working with materials or FXs.In some cases, it might be exactly what you’re after since it allows you to blend between two inputs in a linear way. This is what a remapped 0…
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Edit Components’ Details of a Spawnable Blueprint
(Construction Script, User-Friendly Parameters, Replace Materials) Intro This exploration started because I wanted to create some dynamic, but still editable, exposed variables for a spawnable blueprint. I encountered some interesting stuff that I wanted to share. In my previous blog post, I explained the limitation of not being able to edit the details parameters of…
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Generate Vector Field Noises for UE with Houdini
Introduction I recently started experimenting with vector fields and I thought this might be useful for anyone that wants to do the same.I’ll show you a couple of ways to generate them in Houdini, both ways make use of the GameDev ROP Vector Field node, so make sure you have the Game Development Toolset!This node…