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Breaking Up Tiling Materials on Landscapes 

tharlevfx
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Today we have a look at how to use Noise and Distance to break up the repetition of Tiling Materials.
If you want to learn more about Materials in Unreal Engine check out my new course here:
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16 окт 2024

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Комментарии : 14   
@eph8061
@eph8061 4 года назад
I really appreciate the way you teach, precisely breaking down a system piece by piece to show how to get to the final product, great work! I'm sure you know about the stochastic height blend technique. Do you think it's a valuable/efficient approach and if yes do you think you could make a video to demonstrate how it works?
@jasondclark
@jasondclark 4 года назад
Brilliant as always. Thank you for taking the time to share this.
@tharlevfx
@tharlevfx 4 года назад
Glad you enjoyed it!
@snookofficial7211
@snookofficial7211 Год назад
I know this is an old video and I suspect you probably know this by now, but you can't just simply rotate normal maps the same as your other textures without causing the shadows to display in the wrong direction, this is because there's a specific orientation needed for the RGB, this can be fixed though. Easiest way I found is to go into one of the mega scans assets and find the master nodes that fix the RGB and move them over to your material, you can then plug in your rotation angle and get out the correctly rotated normal map. This guy explains it better than I could and gives his solution, though I found going to the megascans assets easier/quicker - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-iXqCszt3LbE.html
@lz4090
@lz4090 4 года назад
Great stuff. Please do stochastic also with triplanar, this link is is a good base.but lacks.performance and triplanar. Thank you
@gangedup1
@gangedup1 4 года назад
Great job on the green screen haha /highfive
@НужнобольшеЗолота-л1в
Dear Tharle, i got this error with Camera Depth Fade Node -- SM5 (node transform) Invalid node used in vertex/hull/domain shader input.
@davidbronke5484
@davidbronke5484 4 года назад
I have the same issue - if your material is set to do tessellation, it gets an error regardless of whether or not you set the CameraDepthFade node to use vertex shader mode. I was able to work around it with this in place of CameraDepthFade: answers.unrealengine.com/storage/attachments/94843-tess.jpg (only up to the Clamp node; ignore the 1-x and Power nodes) Found that in a somewhat unrelated UE4 AnswerHub question: answers.unrealengine.com/questions/436621/view.html
@SathMedKFMovies
@SathMedKFMovies 4 года назад
I can't seem to find a mask picture that looks anything like yours. I'm trying different noise textures but the base texture never seems affected by any value I plug into the parameters.
@tharlevfx
@tharlevfx 4 года назад
What does your material network look like - drop me an email with some images and I’ll see if I can help
@SathMedKFMovies
@SathMedKFMovies 4 года назад
@@tharlevfx ok thanks! I'll email you after I get off of work today
@mazfrans9568
@mazfrans9568 3 года назад
How to combine this with displacement tesselation?
@tharlevfx
@tharlevfx 3 года назад
you shuoldnt be using tesselation in the distance anyway and for the near material you just need to blend the heightmaps with the same math as you want to use for the diffuse and normal etc.
@НужнобольшеЗолота-л1в
it's 4.25.1 version
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