Glitch FX: Examples of UV processing and animation in materials

Main effect render

Still Frame 01

Still Frame 01

Still frame 02

Still frame 02

Still frame 03

Still frame 03

The main material. I should probably start using individual functions at this stage :)

The main material. I should probably start using individual functions at this stage :)

Creating UV cells and generating random values per cell with the use of a "hash21" function

Creating UV cells and generating random values per cell with the use of a "hash21" function

Creating the dots with the distance between UV cells and the centre (0.5,0.5). By combining this with the random cell values we get a much more interesting result

Creating the dots with the distance between UV cells and the centre (0.5,0.5). By combining this with the random cell values we get a much more interesting result

Creating the grid. Using different math functions (sine, cosine etc.) can produce different results in relation to the border offsets. Note that the frac node is not needed here. I am only using iit to display the UV tiles

Creating the grid. Using different math functions (sine, cosine etc.) can produce different results in relation to the border offsets. Note that the frac node is not needed here. I am only using iit to display the UV tiles

Quantising values. When this is combined with time it creates a stepped motion with instant transitions.

Quantising values. When this is combined with time it creates a stepped motion with instant transitions.

Using SmoothCeil to quantise values with "blending" between steps. Combining this with time creates a smooth transition that pauses in each step

Using SmoothCeil to quantise values with "blending" between steps. Combining this with time creates a smooth transition that pauses in each step

Quantised clockwise/anticlockwise motion with a sine or by combining different math nodes for a more linear effect.

Quantised clockwise/anticlockwise motion with a sine or by combining different math nodes for a more linear effect.

Pixelate - Quantising UVs can essentially create a pixelating effect. There are some artefacts generated by this process but it does create interesting results when animated.

Pixelate - Quantising UVs can essentially create a pixelating effect. There are some artefacts generated by this process but it does create interesting results when animated.

Sampling values from a texture (Sampling noise)

Sampling values from a texture (Sampling noise)

Glitch FX: Examples of UV processing and animation in materials

Glitch fx is a study on various UV processing and motion tricks that can used to animate material parameters. Quantising time can create very interesting results when adding motion to material elements. My main material here is way to complex so it is always recommended to convert each process to a function.

For more information on the different math expressions you can always refer to the UE5 docs. I.e. the quantisation method was inspired by the explanation of the Ceil expression in the documentation.
https://docs.unrealengine.com/5.3/en-US/math-material-expressions-in-unreal-engine/

Another very useful resource is the book of shaders.
https://thebookofshaders.com/