Комментарии:
Awesome, I was just thinking on doing or using a hologram shader!
Ответитьوعليكم السلام ✨
ОтветитьHi making too many shaders can be very costly? How can I make all this graphs into a one graph to reduce draw calls?
ОтветитьPerfect! Your tutorials are great! Please keep bringing tutorials for godot too =)
ОтветитьHey Gabriel! I found your channel recently. Your tutorials helped me so much already and inspired me to become a VFX artist. Thank you again for all your hard work here and on the Real Time VFX website 💪🏼
ОтветитьIt took me more than a week some years ago on a custom engine. So clearly explained here with unity shader graph. Congratulations
ОтветитьSuper
ОтветитьFala Gabriel sou seu aluno na Udemy, esse tutorial vai ser implementado no curso?
Ответитьwent from basic to advanced, good stuff ♥
ОтветитьGreat tutorial! Total noob here, I had no transparency for a while until I found in HDR color window HSV saturation value needed to be less than 100 and material surface type was set to Opaque so I changed to Transparent, 'hope this helps anybody with the same issue.
ОтветитьHi, im new to vfx I was triying thi effect on a cube but for som reason it would not work right while on a sphere or capsul worked ok, I also had an issue with the colors from blue to green it would dissapear but all the other color worked, how do I solve this 2 issues.
great video.
Amazing tx :)
ОтветитьThank you so much for the amazing shader tutorial! I have a question: I tried applying this shader to a Particle System and used Color over Lifetime to make it gradually fade out, but instead, it doesn't work as expected—it disappears suddenly at the end. Other shader materials work fine, so could this be an issue with this shader? How can I fix it?
ОтветитьI did not know about your packs till now, IF your Ultra pack goes on sale again I will def pick it up :)
ОтветитьWhen your making your own noise textures in other programs would we want to export as a grayscale image or RGB? and does the resolution matter with noise textures, would a 512x512 texture do the same as a 2k texture, assuming they are both tileable?
I have a feeling I'm over-thinking this, so I'm going to play around with trial and error and see what happens.