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No more Texture Repetition (UE4, valid for UE5) 

Visual Tech Art
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In this video I go through a smart technique of avoiding texture tiling on very big surfaces like a landscape.
This can come handy when working with world aligned textures and multi layered materials.
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Patreon: / visualtechart

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25 июл 2024

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Комментарии : 52   
@BenCloward
@BenCloward 3 года назад
Your example here of using the Derivative MipMap Sampler Mode just helped me out A LOT in a project I'm working on. I really appreciate you showing how to do that.
@VisualTechArt
@VisualTechArt 3 года назад
Glad to read that! Keep it up and if you're having other issues try to write them down here, I might take inspiration from them for future videos :)
@nfrancisj2122
@nfrancisj2122 2 года назад
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-D22GLbzm1Hs.html This OSL script is available in the max scripts folder. 😃 Maybe someone who is familiar with OSL, and has a YT channel, and is teaching shaders can implement this in Unreal. 😂😂😂 I would be most gracious.... hint hint. 😂
@VisualTechArt
@VisualTechArt 2 года назад
@@nfrancisj2122 I had a look now, looks to me about the same logic I used here, but with different noises :)
@nfrancisj2122
@nfrancisj2122 2 года назад
​ @Visual Tech Art It's similar, but different. His Normals are rotated the inverse of the UV rotation. This corrects the Normal direction. In addition, Zap has a smear function that blurs the edges so there is no seam.
@VisualTechArt
@VisualTechArt 2 года назад
@@nfrancisj2122 For the blurring of the seam, you can see the last part of this video, for the rotation etc you can have a look at this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NLisbiHfxUM.html and put the pieces together ;) But yeah, that's a fancier one :)
@coolboygfx
@coolboygfx 5 месяцев назад
Man, your videos are a gold mine. Thanks a lot for sharing !
@samaskew188
@samaskew188 2 года назад
Hi im new to unreal and It would be helpful in the future if you could zoom in enough so we can see the names of the nodes you're duplicating and editing. Just since im totally new its very hard to follow along just based off the color of the node.
@ogradus
@ogradus Год назад
Wow hats off, you're a genius ;)
@willmoref9279
@willmoref9279 3 года назад
So this is how the texture variation function they add in 4.26 works, thanks for the great content~!
@VisualTechArt
@VisualTechArt 3 года назад
I have to check that, I stopped using the most of the pre-made functions a lot of time ago ahahaha
@GDi4K
@GDi4K 3 года назад
Yes. That's how the UV part works. Also, it allows to rotate these segments as well uses a heightmap in the UV space to blend to get rid of seams.
@GiorgiBekurashvili
@GiorgiBekurashvili Год назад
Thank you !!!
@snufftbunz
@snufftbunz 2 года назад
Hey man! Your videos are phenomenal. Is there an effective way to blend this with the triplanar technique you demonstrated in another video?
@VisualTechArt
@VisualTechArt 2 года назад
Thank you man :D Of course. If you use the single fetch triplanar mapping (the one with seams), you just need to start from those UVs (instead of AbsPosition->RG->*0.01). If you want to use it with the one that blends the different planar mappings together you have to break the tiling for each projection and then combine everything together. Nice to see there is someone trying to connect the dots here ahahahah that's what I was hoping to see
@ethanwasme4307
@ethanwasme4307 2 года назад
o.m.g... you managed to fix the sharp blend without dithering! Now we can use heightlerp! I've been using this similar mthod for distant textures... that way you can still do pixel math like tessellation on your near textures
@VisualTechArt
@VisualTechArt 2 года назад
Yeah :D but if you combine that with a multi layer material be careful because it could highlight the seams :)
@lz4090
@lz4090 2 года назад
Great stuff. So this is different from texture variation, stochastic or cell bombing? Thank you
@VisualTechArt
@VisualTechArt 2 года назад
This is a way as another to offset around the textures differently in different portions of the surface. About cell bombing, I did something quite similar in this other video (but without the possibility of overlaps) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NLisbiHfxUM.html About the Stochastic one, I think you're referring to this eheitzresearch.wordpress.com/722-2/ which is a completely different and fancier technique, that requires some offline baking.
@GameDevAraz
@GameDevAraz 2 года назад
Guys You Can Use Texture Bombing Its One Node And In Material Itself
@1981danielmn
@1981danielmn 2 года назад
Can you zoom in your nodes its really hard to see wah tis going on
@crs11becausecrs10wastaken
@crs11becausecrs10wastaken Год назад
I keep thinking adding in a height map sampler into the later solution could further improve the interpolation between the two offsets, going to experiment when the new video card arrives, I nanited my 2080 ti out of existence
@VisualTechArt
@VisualTechArt Год назад
Nice idea! It can definitely be merged with height blending :D got a video about that topic too xD
@emitragesaintmarboulin5538
@emitragesaintmarboulin5538 Год назад
help i con't find the "Mask (R G)" in Unreal engine 5
@VisualTechArt
@VisualTechArt Год назад
The node is called "Component Mask", you can also hold Shift+C and click as shortcut
@tylernoll8228
@tylernoll8228 2 года назад
where do you find the absolute world position node? I cant for the life of me
@VisualTechArt
@VisualTechArt 2 года назад
Just type "Position" in the search bar :)
@TorQueMoD
@TorQueMoD 4 месяца назад
This is cool, but is it cheaper than simply multiplying in a noise texture like Epic does with the Gold material in the starter content? That's the method I've been using for a while now.
@VisualTechArt
@VisualTechArt 4 месяца назад
It depends on the texture you want to de-tile :) Might be worth adding a few more instructions in a particularly problematic case
@fuzzypanda1684
@fuzzypanda1684 2 года назад
Where is this guy from? His accent is a mix of like Italian and...I dunno, Indian? It's awesome. However, I have to say, more explanation would be great. For example, when you open your blueprint you have "absolute world position" and "mask" nodes already on the screen. Where did they come from and how do I get them? I had to just keep trying nodes that popped up after searching for "world" and "mask" until I found the right ones. And at 1:50 you bring in a parameter node, but which one is it?? There's like a hundred different ones. Same thing @3:03, I literally just held down letters and clicked until the right node came up. Just saying which one it is or searching for it instead of using shortcut clicks would be very helpful.
@VisualTechArt
@VisualTechArt 2 года назад
100% italian and no indian parts as far I'm aware ahahhahahah. Sorry to read you weren't able to comfortably follow the video... Every time I make a choice of what to explain and what assume the viewer already knows, otherwise I would fill the video with too many things and never get to the point. Moreover, I would need to re explain the very same thing in every video (the single nodes, for example). If you ever find something that you can't figure out just ask here in the comment section :) That will be useful for other people that may have the same doubts in the future :D
@tylernoll8228
@tylernoll8228 2 года назад
this right here...
@Frogeee
@Frogeee 2 года назад
its a component mask and world position
@dave_-zs3qg
@dave_-zs3qg Год назад
Whats the node in 2.39 with the 2?
@VisualTechArt
@VisualTechArt Год назад
Modulo, it gives you the remainder of the division between the two numbers you put in :)
@RADkate
@RADkate Год назад
also valid for godot lmao though ony my end stepping through a noise texture gives the same result with way less nodes
@nocnestudio7845
@nocnestudio7845 2 года назад
Can you make this variation with displacement ??? ;(
@VisualTechArt
@VisualTechArt 2 года назад
I don't see why not, just use the function to break the tiling of the heightmap ;)
@nocnestudio7845
@nocnestudio7845 2 года назад
Beautifull covering sharp edges on lerp blend. Displacement looks great but... Can you show how to rotate each part of uv?. I mean uv Voroni noise and blur edges with your technic.
@VisualTechArt
@VisualTechArt 2 года назад
@@nocnestudio7845 I can illustrate that in some future video maybe :) I'll take a note
@khs7825
@khs7825 2 года назад
03:07 I use the append ops node. But preview shader is all black...!! What's my mistake?
@VisualTechArt
@VisualTechArt 2 года назад
Are you actually previewing the append node? :)
@khs7825
@khs7825 2 года назад
@@VisualTechArt Yes!! Fmod -> A , One minus -> B = > Append node (ops) . See the preview mode is all black !!🥲>
@khs7825
@khs7825 2 года назад
@@VisualTechArt I found this error... I connected "texture simple" color is RGB... Thank you!!
@VisualTechArt
@VisualTechArt 2 года назад
@@khs7825 Glad that you solved it :D
@khs7825
@khs7825 2 года назад
@@VisualTechArt 👍👍☺️ Thank you!!
@khs7825
@khs7825 2 года назад
01:54 what's node?? i'm beginner... help!! ㅠㅠ.. oh... scaler paramater !!
@VisualTechArt
@VisualTechArt 2 года назад
The big green one? It's a Scalar Parameter, a float that you can name and eventually tune from a Material Instance :)
@khs7825
@khs7825 2 года назад
@@VisualTechArt Thank you for the detailed explanation!
@mortsodemo318
@mortsodemo318 Год назад
someone send this to game freak plz
@VitorCaldeira1980
@VitorCaldeira1980 2 года назад
to confusing
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