Tech Art Fundamentals tutorial series

Thanks for the feedback Oskar, I really appreciate it :slight_smile:

I did wonder about the splitting of the videos. I mainly did it because originally they were going to be going up on another tutorial company’s site and that was required. So I just uploaded as is.

Also, doing the split allows me to upload one at a time so everyone isn’t waiting around as long.

Maybe I could compile into longer videos and uploads those once this latest round is all done, I’ll have a think. Can’t hurt to try.

PS. net video will be up in about half an hour :slight_smile:

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Yes, I think it won’t hurt to put them again, as a separate combined video :slight_smile:

Cool I’ll try and get round to it soon.

Here’s the latest video which resolves the cliffhanger…

PS, love your channel too.

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Ep 11 is up!
Here we modify a starter content particle system to get a quick and simple smoke effect.

Cheers
Dan

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Have been thoroughly enjoying all of these man! Super clear and concise :D. Thanks for all the effort for making these!

Penultimate episode of Tech art 3 :slight_smile:

Approximating surface area of mesh to choose optimal render target size…

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Thanks for putting all these together!

Dude these are awesome! Thank you for making them!

This is great stuff! As a beginner, I often fell into the trap of tutorial videos that followed the “click this, then that” path but found myself at a loss whenever I tried to figure out the “why” behind what they were showing me. This series should have been my first stop and I will encourage others to follow suit in starting with the fundamentals before jumping into the heavy stuff. Thank you for your contribution and I look forward to seeing more content in the future! You’ve gained a subscriber today!

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Thanks Jake, I appreciate the compliment! More is coming soon :slight_smile:

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Regarding Part6
For the brush material: at 5:46 you used a 4d vector to get the uvTransform then masked out the red and green channels. Out of curiosity, is there a specific reason to use a 4d vector instead of a 3 or 2d?

There is no 2D vector param in Unreal materials. However, you can use 4D to pack a full transform: ScaleU, ScaleV, OffsetU, Offset V.

Ah, I see now where I was getting confused. I wasn’t specifically looking for a 2D vector parameter, instead I was thinking of using just a 2D vector there which I guess would still be possible but not very practical?

Ah I didn’t even think to use the B and A of the vector 4 for offset parameters. That should cut a couple parameter inputs from my material instances in general. Thanks!

Yeah that’s definitely a good idea. I dont really concentrate on final optimization in the tutorials as I think it gets in the way of understanding and simplicity. Maybe I should wrap up with an optimization and performance video for each topic.

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Might be worth to at least mention a few things about how to optimize it and the performance of it. Figuring out things like that was (and still is for me) one of the hardest things to learn when I started with fx, so always good to give people an idea about it when possible.

I just found about this and I’m so glad I did. Your content is awesome and I cannot wait to go through it.
There’s even a section about World Machine! Marvelous
I guess is never late to say thanks for sharing :slight_smile:

I cringe every time I see people who are appending two scalar parameters for every vector 2 control they need, especially UV stuff.

It’s not that big a deal, but when you have a dozen of them, it really starts to add up in your material instances.

At the same time, unpacking (ComponentMask) can sometimes end up being an operation on the GPU :smile: And the functions that send them (Set Vector Value) become more error-prone, as you have to store all other values somewhere in the Blueprint. Then you have to remember to send all 4 scalars when you update any of them.

It’s all about ease of use and readability vs. solving an actual performance issue. If there dozens of parameters, then sure. If a couple - I won’t put too much emphasis on such optimizations :slight_smile:

I only use component mask for my texture samples, so I can choose what channel to use for a given effect. I use the Append node for all my vector stuff. Keeping in mind, that main material is almost exclusively for use with particles in Cascade. I’ll make cleaner materials for use with Blueprint stuff.