Math Essentials for Tech Art in Unreal Engine

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开始创建精美材质和程序蓝图所需的所有数学知识

您将学到什么 学习
游戏的实用数学:点积、线性插值、2D 旋转等
在两种环境中查看每个函数:材质(着色器)节点和蓝图可视化脚本
实施图形开发的关键技术:普通的定向蒙版,高级插值、值范围压缩、基于时间的噪声
日常示例:程序雪层、重影材质、RGB 去饱和度、闪烁的灯泡、UV 旋转的 sin

要求
只需要虚幻引擎的基本知识。我假设您能够使用虚幻引擎、材质编辑器和蓝图编辑器。但是,您不需要精通数学。小学知识就够了。

描述
本教程系列涵盖了游戏艺术的基本数学知识。它充满了材质节点和程序生成(构造脚本)的实用解决方案。作为游戏首席技术美术师,我采用了最流行的用例。完成课程将为您提供游戏行业的实践经验。

材质和蓝图节点通过您在日常任务中可能遇到的流行示例进行了解释。无论您是需要回顾的程序员、艺术家还是技术艺术家 – 您肯定会找到有用的提示!

我将主题划分为简明的 10 到 20 分钟长的教程。它们简短且知识丰富,来自我十多年的游戏开发经验。

了解如何在虚幻材质中使用点积。创建鬼影效果、程序雪层、假定向照明和剪影发光。

了解如何使用 lerp 混合值、混合纹理和插值对象变换。

使用正弦波作为脉冲材料、波形遮罩和带有发光的闪烁光。了解如何随着时间的推移对材质和灯光颜色进行动画处理 – 与蓝图同步。

使用正弦和余弦旋转 UV 贴图或任何 2D 矢量。在蓝图中使用正弦作为闪烁的灯光,具有动画材质和同步的灯光颜色。了解 sin/cos 节点的性能成本。它们是否值得用平滑步(Hermite)近似代替?

自 2016 年 5 月以来,我一直在运行一个 Tech Art Aid 教育项目。它启动了一个 YouTube 频道,之后我添加了 Twitch 直播和一个 Discord 服务器。现在它是一个享受共度时光、分享知识的社区。本课程质量相同,但经过严格编辑,以最大限度地利用您的时间。

祝你好运掌握游戏艺术数学的基础知识!

本课程适用于
希望为日常任务打下扎实的数学节点基础的艺术家或程序员

All the math you need to start creating beautiful materials & procedural Blueprints

Published 04/2022
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English + srt | Duration: 5 lectures (1h 4m) | Size: 1.28 GB

 

What you’ll learn
Learn practical mathematics for games: Dot product, linear interpolation, 2D rotation and more
See each function in two environments: Material (shader) nodes & Blueprint visual scripting
Implement crucial techniques for graphics development: Directional mask by normal, advanced interpolation, value range compression, time-based noise
Everyday examples: procedural snow layer, ghost material, RGB desaturation, flickering lightbulb, sin for UV rotation

Requirements
Only basic knowledge of Unreal Engine is required. I assume you are able to use Unreal Engine, Material Editor and Blueprint Editor. However, you don’t need to be skilled in mathematics. Elementary school knowledge is enough.

Description
This tutorial series covers the essential math for game art. It’s full of practical solutions for material nodes & procedural generation (Construction Script). I took the most popular use cases that I’ve encountered as a Lead Technical Artist in games. Finishing the course will give you practical experience for the games industry.

Material and Blueprint nodes are explained through popular examples, which you’re likely to encounter in everyday tasks. Whether you’re a programmer, an artist or a tech artist in need for a recap – you will find a useful tip for sure!

I divided the topics into concise, 10 to 20-minute long tutorials. They’re brief and packed with knowledge, coming from over a decade of my experience in game development.

Learn how to use dot product in Unreal materials. Create a ghost effect, procedural snow layer, fake directional lighting and a silhouette glow.

Learn how to mix values, blend textures and interpolate object transforms with lerp.

Use sine for a pulsing material, wave masks and a flickering light with emissive glow. Learn how to animate material and light color over time – in sync with Blueprint.

Rotate UV maps or any 2D vectors with sine and cosine. Use sine for a flickering light in Blueprint, with animated material and synchronized light color. Learn about performance cost of sin/cos nodes. Are they worth replacing with smoothstep (Hermite) approximation?

I’ve run a Tech Art Aid education project since May 2016. It started a YouTube channel, after which I added Twitch livestreams & a Discord server. Now it’s a community which enjoy spending time together, sharing knowledge. This course is the same quality but tightly edited, to make the maximum out of your time.

Good luck with mastering the fundamentals of game art math!

Who this course is for
Artists or programmers, who want a solid foundation in math nodes for everyday tasks

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