speaker-photo

Haáb Róbert

Unreal Technical Artist
Róbert began making games as a hobby, mainly creating textures for mods, and in 2019 he discovered Unreal Engine through a project. He soon realized that technical art was his true passion and has focused on mastering it ever since. Today, his main expertise lies in shaders and VFX, though he has gained experience in several areas as a freelancer. He contributed to Oblivion Remastered under Virtuos Games, where he worked on UI animations, shaders, and optimization—and he continues to work there today.
10:00 - 11:00

1 Napraforgó – kisterem

UI material creation: texture-based or procedural and SDF-based approach?

   Both approaches have their advantages and disadvantages – it depends on the problem you are trying to solve. We will now look at the topic through UI examples, but these principles can be easily transferred to other areas. As an addition, we will also delve a little into the world of SDF (Signed Distance Field): how to create shapes in shaders based on pure mathematics – without textures, pixel-precise.