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a 'variable' node in the material editor

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    #16
    I've used Unity for years (ShaderForge/Amplify) and this feature is super mega +1 googolplex useful!!!!

    Couldn't agree more with garrettorious.

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      #17
      Add me to this request.

      EVEN if Material Functions didn't calculate the result every time (proof of this?), they still require using new files - which is a mess. Using variables keeps the whole setup in the editor, clean and quick.

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        #18
        Cables going everywhere is hard to read. we NEED this feature as it is so much tidier! I use Amplify Shader Editor extensively on Unity and develope high end shaders with it. I want to replicate these shaders for Unreals marketplace but my god it gets messy, yes, you can can bend the wires around by adding nodules etc but I'm not an electrician. Also the O.P is from 2015!! will we ever see this feature?
        https://unrealengine.com/marketplace.../robert+ramsay

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          #19
          Just thought about this a bit further:
          If you are concerned for redundant calculation due to multiple calls to a function another possibility would be using render targets.
          It keeps the results and gets only updated when you want it to. This may require a bit more logic to it than a straight forward var declaration but should work.

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            #20
            I already did something like that for my voxel plugin, so I thought I'd give it a try. Here it is: https://github.com/EpicGames/UnrealEngine/pull/5712

            Website: https://voxelplugin.com
            Discord: https://discord.gg/58ZqEbg
            Twitter: https://twitter.com/phyronnaz

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              #21
              Originally posted by Phyronnaz View Post
              I already did something like that for my voxel plugin, so I thought I'd give it a try. Here it is: https://github.com/EpicGames/UnrealEngine/pull/5712

              I want your babies

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                #22
                Originally posted by Raildex_ View Post

                I want your babies
                I want them more.

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                  #23
                  Great work Phyronnaz, just what the doctor ordered - hope Epic can accept this PR.
                  Dev Blog
                  Twitter: @TheRealSpoonDog
                  150 FREE Blueprint functions for your project

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                    #24
                    Originally posted by Spoondog View Post
                    This would be nice. A local variable essentially (which it probably becomes when it's compiled anyway). We implemented something like this in the UE3 material editor at the last place I worked.
                    not quite a local variable, just a way of hiding wiring by making it look like a local variable. This "variable" could never have two setters in the same material blueprint.

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