I'm really excited about this release. UDK now has material functions which I think is going to be huge for anyone who makes materials. We also included a library of functions that we've made over the past month.
at this point in the video you can see how using/editing functions work. You can place them like regular nodes and double click them to open and edit them.
Materials Functions was a must in a game production pipeline! I'm happy to have it now... I would now love to see Deferred Rendering not only on DX11 so we could use real-time lighting on current generation consoles.
Because I'm stupid, I was putting off learning an engine until CryEngine came out; but until CryEngine gets settled and theres enough video documentation for it I'll jump on UDK, every month the release is substantial. The R&D guys and programmers must be really busy!
Good stuff, I hate all the math and technical wizardry behind games engines, it's a bit of a roadblock for artists. Hopefully this should alleviate that a little!
Also, I really want to try Cryengine as well... I love the deferred lighting it has, it looks as good as if not better than UDK. UDK needs to get off the 'baked lighting' band wagon, it's so last year!
Andreas, MaterialFunctions let content people build their own nodes. For example I built a node that projects a texture in world space from all 3 axis and blends using the normal. You could also build a node for a special type of shading you want to share with other people. Another useful aspect of functions is being able to update the functionality of a node at a later date. So if you had a flame effect you need to put on multiple materials you can make a node for it, then later when you change your mind about the look or need to optimize you only have to edit the function and not the many materials you implemented it in.
The concept is nearly identical to functions in code. If you see youreself remaking the same tree of nodes over and over you should make a function for it.
From what I understand from the video, it helps a lot when you are testing your networks. You know, you try and build a network of nodes, you plug it into the emissive slot to see if you got it the way you wanted. Then you unplug and adjust connections to get the final setup. You don't need to do that anymore. Just build parts of your network in a function and connect the function as you would in the final setup(the result slot). If you need to check if the function is doing what you want, just get into the function to see. No need to unplug and re-plug.
EDIT: better explanation two posts above, I type so slow
Christmas came early this year. First CE3 and now UDK full of sweet updates.
You guys are crazy
Btw, in the part of the video when you show off the landscape tool I've noticed that the blending between layers look a little bit different. Did you add a support for blending masks? I know it was always possible, but the solution was a little bit "hacky" (using the Layer Weight nodes as a black and white mask and plugging them into Lerp as an alpha).
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Love me some Material functions, being able to compound nodes is such a huge timesaver!
Also, agreed with ekimose; bring the deferred pipeline to DX9 as well plez!
Edit: HA! and of course you went ahead and made the photoshop blend material functions as part of the update. Good on ya.
hell yeah!
if nothing else, it would have stopped me from creating a thread or two in the tech talk section! :poly122:
Also, I really want to try Cryengine as well... I love the deferred lighting it has, it looks as good as if not better than UDK. UDK needs to get off the 'baked lighting' band wagon, it's so last year!
same here lol material functions look too good to not download though
The concept is nearly identical to functions in code. If you see youreself remaking the same tree of nodes over and over you should make a function for it.
[ame]http://www.youtube.com/watch?v=rhWNQMreJb8[/ame]
Hope you enjoy it.
EDIT: better explanation two posts above, I type so slow
You guys are crazy
Btw, in the part of the video when you show off the landscape tool I've noticed that the blending between layers look a little bit different. Did you add a support for blending masks? I know it was always possible, but the solution was a little bit "hacky" (using the Layer Weight nodes as a black and white mask and plugging them into Lerp as an alpha).
http://www.polycount.com/forum/showthread.php?t=49362
JordanW and many more polycounters work at Epic.
yup. its better.