Pre-Skinned Nodes // Character Shader Must-Haves! | 5-Minute Materials [UE5]
11,989
Published 2022-12-31
Happy New Year my fellow Prismaticans! Today we're looking at a few nodes that are ESSENTIAL for character shaders and other skinned meshes. The pre-skinned nodes allow you to access the positions of vertices before the animation is applied, sort of like how you can Exclude WPO when getting the World Position.
Enjoy!
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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 :)
All Comments (21)
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You've helped me more than you probably even realize, your channel has been a saviour for my UE5 journey, thank you very much
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Im bashing my head, since I was searching for solution like this for past year and I only found comments that said its impossible. I can now procedurally texture my clay characters, I love you
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Thanks in advance! I'm about to binge all of your videos, its hard to find interesting(fun) UE5 content creators. You might be the only one!
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for some reason it took a lot of time to bounce into your channel, but holy sh*t, everything I watched so far was fantastic
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Thanks! These videos continue to level up my skills in the material editor. :)
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Oh my god another absolute champ of a vid by Charles. Finally releasing at the end of this month, hopefully it takes off enough for me to finally send you something other than prime subs
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EXACTLY what I was looking for! Was searching for a way to get rid of texture seams and the triplanar method at the end did the trick! Only issue: the XYZ output of the WorldAlignedTexture node still produced some swimming textures. Using the XY output instead fixed it. :)
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Criminally underrated.
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As always, incredible content, super useful and interesting! Thank you Charlie!
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I didn't even know this was an issue, but it makes sense, and now I know the solution to the problem too, so that's pretty cool
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you can also make a pre-skinned bounding box position using pre-skinned local bounds and pre-skinned local position.
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super useful for lazy people like myself who like doing everything procedurally (:
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Cat pictures stopped me skipping ad… well played 😅
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Nice, that does seem useful
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Cool! Just what im looking for
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I so wish there was something like this in blender's procedural material nodes.
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Now to figure out how to get volumes to apply this to the character hahaha
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I have a question, if I want it not to change color when moving the position with an absolute position as it would be, that is, that it be static and the color does not change if I move the position, I want it to be as a local position una duda, si quiero que no cambie de color al mover la posición con posición absoluta como seria, es decir q sea estático y no cambie el color si muevo la posición, quiero q sea como local posición
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What? Two videos in two days back to back? Who are you?
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Thanks for the tutoria! why always 100? is this a magical number or something? Dunno if it's because the scale of unreal is in centimeters. Moreover, In general I have considered multiplications faster than divisions, but because the new hardware I don't know if that has changed recently...