Add, Subtract, Multiply & Divide (Shader Math) | 5-Minute Materials [UE4/UE5]

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In this episode of 5-Minute Materials we look at the basic math operations; Add, Subtract, Ultiply & Divide. These are THE most common shader math nodes you'll be using in the shader graph and are vital to achieving any level of success with your materials. I've tried to keep this as broad as possible to try and offer a basic understanding of what is going on when you're using these node :)

As always if you require any assistance, join our Discord server for 24/7 Unreal Engine support :)
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's

Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)

Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key

My lovely cats names are Boycat, Girlcat and Ladycat :)
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The way I see multiplying a texture is as follows: The whole texture is a whole unit, so = 1; then if I multiply it by 3, it means that that same texture must fit 3 times in the same space, and that's why it seems to get smaller.

hrleinad
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This made everything so much more straightforward - thank you! I have been watching beginner tutorials and watching people multiply .PNG files, with no explanation whatsoever, I was completely dumbfounded.

notroMcS
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Hey Charlie, thanks a lot mate for all these simple little videos, you're a great teacher, this channel shall get way bigger in no time :) Cheers from Prague

matejkovacik
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I find it really hard to convert these visual things into math in my head, but this was definitely a step forward
Showing it on a graph helped a lot, thanks mate

thegreendude
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i always see "add 1, divide by 2" in a lot of material graph tutorials, and now i know why.

red
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Been catching up on your streams hoping to catch you Live.
You are making a lot of progress.
Just started on doing Landscapes & have had headaches for about a week from it.
Keep up the great work

KINGDOMSONSTV
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8:55 the way i understand it, you dont multiply the size of texture, but the amount of TEXTURES you want to fit in

Drakuba
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double episode yay :D, thanks for covering what may be the most useful at first material nodes ^-^ (I may be wrong but anyway, very useful ♥)

Fokkusu
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One of your most useful tutorials. I love these beginner tutorials as they allow us to take advantage of some of your more advance tutorials.

Tkonpk
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This was such a helpful explanation! Thank you!

bransomething
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I didn't understand what it was until I explained the numbers and in the 2nd example, now I'm better

mobildisko
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How have I missed this? You are the hero we all need!

wirrexx
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Great tutorial. Actually the UV naming has a mathematical reason. I suggest searching up UV integration on the internet, Where you stretch a complex plane in a way that becomes easier to integrate by transforming it from XY coordinates to UV coordinates. The same way that you UV unwrap a 3D model so you can avoid stretching in the texture. Math is art :)

moneynamazi
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Taking a stab at my...excellent, math skillz XD You my new fav tutlord! Thanks bro, your vids are a pleasure to watch and hyper informative, even for us still in unreal elementary skool ;P

dbk
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Your can have values up to the maximum float value in shaders, they just will not be represented during rendering but you need to know during calculation of previous phases that values can exceed billions if you don't saturate.

RiversJ
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As multiplying the UVs is affecting the Tiling, multiplying by 3 for example gives it 3 times as many versions in that axis. When using both axis then its 3x3 ofc

IPpainting
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3:00 so in photoshop terms i'd actually say it this way.
Add = Brightness
Multiply = Exposure

Baleur
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I think of UV ADDING as adding location (basically shifting it in a direction) where multiple, is multiplying the texture itself (basically tiling it like he mentioned)

nothingspeaks
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In ue4 texcoord start 0, 0 in the top left and 1, 1 in the bottom right. Just a clarification.

benjaminbond
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Can I finance this channel for these videos? These are well explained. Seeing example recreated materials from games would be great too, as well as thought process around material planning.

bulletmunchr