I added a "Collapse to function" menu to @UnrealEngine material graphs this evening
lmk if you're interested and I'll make a pull request to Epic - change is pretty small.
Along with named reroute nodes this should make material graphs a lot cleaner :)pic.twitter.com/IvtzuRAErC
-
Pokaż ten wątek
-
W odpowiedzi do @phyronnaz @UnrealEngine
This could be pretty useful! Same for the inverse - "expand nodes" on a function is something that I would have a use for fairly often
1 odpowiedź 0 podanych dalej 8 polubionych -
W odpowiedzi do @JKashaar @UnrealEngine
Expand nodes sounds like a great idea! Should be pretty straightforward to do too :)
1 odpowiedź 0 podanych dalej 6 polubionych -
W odpowiedzi do @phyronnaz @UnrealEngine
Would save me from maintaining a bunch of variants of graphs, or overloading them with switches, if I can just "unroll" a function to make the changes in the graph directly!
2 odpowiedzi 0 podanych dalej 7 polubionych -
I love how tech art evolves from hard code -> make everything modular!! -> oh shit that is bad, find a middle ground approach Unroll function would be awesome
1 odpowiedź 0 podanych dalej 2 polubione -
Haha, I've gone through that with materials - gone from "expose all the things!" back to "only expose those things that people should actually have access to, and that they can't fuck up" :D
1 odpowiedź 0 podanych dalej 1 polubiony
Hahaha yes that's exactly what I do now + you get a more optimised shader. No point exposing something that doesn't vary in the instances!
Wydaje się, że ładowanie zajmuje dużo czasu.
Twitter jest przeciążony lub wystąpił chwilowy problem. Spróbuj ponownie lub sprawdź status Twittera, aby uzyskać więcej informacji.