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Intro To Procedural Shapes and Patterns - Episode 1

Ben Cloward Jun 27, 2024 15:01
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Today, we're starting a brand new series of tutorial videos. In this series we'll be discussing procedural shapes and patterns. We'll be creating signed distance fields, tiling patterns, compound shapes, user interface elements, and more - all using shader math. We'll also be creating a library of nodes - Subgraphs in Shader Graph and Material Functions in Unreal - to help with the creation process. In today's video, we go over the creation of a Linear Gradient node and an Anti-Aliasing node. The Anti-Aliasing node uses derivatives to resolve a gradient or signed distance field into a perfectly sharp and anti-aliased line, regardless of resolution or camera distance. ------------------------------------ Here's last week's tutorial that shows how to create particle billboards for VR. https://youtu.be/YakFi61LZcs Here's the playlist for the whole series: https://www.youtube.com/playlist?list=PL78XDi0TS4lF5ASo3vpUFKenMkhMVeZ5y Shader Book Recommendations https://www.bencloward.com/resources_books.shtml ------------------------------ Theme Music Peace in the Circuitry - Glitch Hop http://teknoaxe.com/Link_Code_3.php?q=1526 Background Music Speo - The Little Things https://www.youtube.com/watch?v=kvCYuyyLgC0 #UnrealEngine #shadergraph #Unity
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#UE4 #UE5 #Unreal #Unreal Engine #Unity #shader #material #material editor #game development #real-time #tutorial #training #graphics #3d #GPU #tech art #computer graphics #fundamentals #shader graph #patterns #shapes #procedural #gradient #anti-aliasing #resolution independent