@VisualTechArt
  @VisualTechArt
Visual Tech Art | Smooth Min&Max - math for visual people @VisualTechArt | Uploaded 2 years ago | Updated 3 hours ago
These function are extremely powerful to achieve amazing results in graphics. They can be used for Signed Distance Fields, Landscape Height Blending and much more stuff.

They come handy every time you want to pass through the highest or lowest value, but also blend them together to not have a sharp seam.

My explanation is done in Desmos and the implementation un Unreal Engine 4, but as always this stuff is perfectly valid for UE4, UE5, Unity, Godot, etc ;)

You can see this videos for a practical use case:
Height Blending: youtube.com/watch?v=hdjRNT3DGTM

To download the Material Functions for UE4 you can follow this link: jumpeter.gumroad.com/l/SmoothMinMax

Discord: discord.gg/YvXq3t675Q
Patreon: patreon.com/VisualTechArt

Inigo Quilez's blog page: iquilezles.org/articles/smin

Thanks for watching and see you next time! :)
Smooth Min&Max - math for visual peopleThis is NOT a Sphere! - A brief Ray-Casting overview for gamedev [UE5, UE4]Triplanar Mapping Deeply Explained (UE4, valid for UE5)Comprehensive Niagara Structure Overview (UE4, valid for UE5)How to Approach Character Lighting - Intro to Light Art for VideogamesHow to fake 8K texture quality [UE5/UE4]Dissecting Substrate - Part 1 [UE5.2]Your Triplanar is wrong. Heres how to make one that works. [UE5]Dissecting and Optimizing UEs Simple Grass Wind material functionFish Eye Post Process Effect (UE4, valid for UE5)Whats a Lighting Artist? - Intro to Light Art for VideogamesTonemapper Introduction - Intro to Light Art for Videogames

Smooth Min&Max - math for visual people @VisualTechArt

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER