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Different Methods to Assign Random Textures | Unreal Engine 5 

Procedural Minds
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4 окт 2024

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Комментарии : 22   
@maia2828
@maia2828 9 месяцев назад
thank you this saved my life. i thought there was no way to randomize a texture on individual static meshes.
@Procedural_Minds
@Procedural_Minds 9 месяцев назад
You're welcome, glad to have been of some help :)
@OverJumpRally
@OverJumpRally Год назад
Thanks for making this, it could be very useful!
@Procedural_Minds
@Procedural_Minds Год назад
You are very welcome, glad I could help :)
@MichaelEmbers
@MichaelEmbers Год назад
Yeaaahhhhh, here’s another idea since you understand textures so well. You mentioned using rgb, could you do a fun tutorial for texture packing with those values. Can’t find anyone cool like the things you do.
@Procedural_Minds
@Procedural_Minds Год назад
Texture packing would be done in something like Photoshop, just put your masks in the different channels and then you can use them however you want. Or do you mean something else?
@MichaelEmbers
@MichaelEmbers Год назад
@@Procedural_Minds well I’ve seen some people use the rgb values to use different textures for things but I guess that what you did here. I see my mistake then. This is very cool though thanks!
@jwalsh5764
@jwalsh5764 11 месяцев назад
Thanks, very helpful
@Procedural_Minds
@Procedural_Minds 11 месяцев назад
You are very welcome :)
@Digital_Guerrero
@Digital_Guerrero 2 месяца назад
Does anyone know how to do this using PCG tool and skeletal mesh? Trying to make a crowd with random variations of textures I can't get this work
@Procedural_Minds
@Procedural_Minds 2 месяца назад
If you want to spawn a non-static mesh, you would need to use Spawn Actor. Then you can specify the BP / Actor you want to spawn instead.
@guagabberini6364
@guagabberini6364 Год назад
You should make a Master Learning Course on materials and sell it please
@Procedural_Minds
@Procedural_Minds Год назад
I don't know about selling it, but I can start doing it here for free. Anything specific you're interested in? :)
@jwalsh5764
@jwalsh5764 11 месяцев назад
Can a version of this method be use to cause a per instance random texture offset for tiling textures? Importing Datasmith scenes from CAD software creates so many blueprints and instances, wood textures get repeated all the time and they look terrible. Automatically applying a random offset would make them look much more realistic.
@Procedural_Minds
@Procedural_Minds 11 месяцев назад
If it's an actual instanced static mesh when it is brought in the yes. If it's blueprints then no, for that you'd want to use the world position to offset it. But in either situation what you want is definitely doable.
@coltonkearschner9593
@coltonkearschner9593 7 месяцев назад
is there a reason why I can't find a switch node under math?
@coltonkearschner9593
@coltonkearschner9593 7 месяцев назад
Never mind I found out that node is only available in 5.3 I believe.
@Procedural_Minds
@Procedural_Minds 7 месяцев назад
Odd. I have Unreal open right now and I loaded up a random material and it's there under math or if you just search "switch".
@Procedural_Minds
@Procedural_Minds 7 месяцев назад
@@coltonkearschner9593Shouldn't be, I made the tutorial in 5.2 and I believe I used it prior to that. What version did you test it in originally?
@coltonkearschner9593
@coltonkearschner9593 7 месяцев назад
​@@Procedural_Minds I was using version 5.1. I am currently converting a copy of my project to 5.3 to see if that fixes it or not.
@coltonkearschner9593
@coltonkearschner9593 7 месяцев назад
​@Procedural_Minds after converting to version 5.3, the node showed up. Maybe it was something added after 5.1, or maybe there is a less obvious way of getting or doing something similar to that node in 5.1.
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