Let's use sine and cosine to model geometry, and to control materials!
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Trigonometric functions might not be the first thing that comes to mind when you think about modeling geo, but it is super useful in situations where you need to get disorganized points and arrange them, say, in double helix. By utilizing simple logic we can create interesting procedural structures!
After that we will jump straight into Unreal Engine materials, where we will use the sine function to control the emission of our material, and later use that to create a linear interpolate between two colors.
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chapters:
0:00 Procedural modeling of double helix with sine and cosine
7:35 Control the materials using basic trigonometry in UE5