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Unreal Engine 5.3 - Sticky Triplanar Projection/Mapping 

renderBucket
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16 окт 2024

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Комментарии : 36   
@mariansuran2426
@mariansuran2426 9 месяцев назад
For simplification, you can use WorldAlignedTexture and WorldAlignedNormal nodes and also some other variants, which are already there since UE4, so no need for creating a custom triplanar mapping. Those nodes have input values for texture scaling and custom position and normal inputs so you can provide world space to local space transformed vectors as well, if you need your texture to stick on moving objects.
@rzaman-gg6en
@rzaman-gg6en 5 месяцев назад
So would this do the same thing but also follow the object's rotation? Because that's what I'd need.
@-SL
@-SL 11 месяцев назад
Absolutely brilliant. Finally a clear explanation of the nodes and what they do and why . A great tutorial! Keep it up! New fan here :)
@renderbucket
@renderbucket Год назад
Check out the description for links for more useful resources and Tips! Like how to also Support Object Rotations With Triplanar Mapping. Interested In How That Rock At The Start Of The Video Was Created? Interested In Technical Shading or Shader Coding? Check out the Channel for more videos!
@MonsterJuiced
@MonsterJuiced Год назад
I LOVE triplanar mapping, it was especially useful for a quick visualisation and decal splatting. This tutorial is incredibly valuable man thank you
@EddyNewhope
@EddyNewhope 11 месяцев назад
Very helpful! Thanks much. For the sticky rotation to work properly, it looks like the Transform (WS to LS) needs to go after the scale multiply and before the BreakOutFloat3 rather than after the AbsoluteWP. I could be confused but that's how I got it to work on my end. Thanks again! Great stuff.
@sergeykoshelev4566
@sergeykoshelev4566 7 месяцев назад
Many kudos to You. Looks like it's relatively cheap on resources too. I made it in to material function and added second conversion to local on object position.
@redsnow936
@redsnow936 Год назад
Maan thank you, your tutorials are the best! i love ur style, i love the efficeincy of ur workflow, this helps a lot! i am more then 4 years in 3d graphics and i really apreciate what u do, very usefull info as technical artist!
@ali.3d
@ali.3d 8 месяцев назад
Amazing video as always! I've found when using the Sticky Rotation method - the blending seams of textures on curved surfaces are very stretched and much more apparent. Anyone have any idea why using the TransformPosition node causes this? Those stretch artifacts don't seem to appear on the regular triplanar setup.
@rzaman-gg6en
@rzaman-gg6en 5 месяцев назад
Is there any way to make it match the object rotation as well? (Like the position compensation you did at the end) I've been looking everywhere for a solution to that.
@APBXylon
@APBXylon 2 месяца назад
you can find the solution in the video description
@AfterGlowCameras
@AfterGlowCameras 11 месяцев назад
Amazing! I tried this on a landscape and it worked great, thanks so much
@snookofficial7211
@snookofficial7211 4 месяца назад
Great video, well explained! Thanks
@NeonFraction
@NeonFraction Год назад
Thanks! This is very useful!
@wottop4943
@wottop4943 Год назад
Thank you for this!!!! This is very cool!!!
@ninadruzhkova4341
@ninadruzhkova4341 4 месяца назад
you are superstar, thank you
@galiafvelikiy4615
@galiafvelikiy4615 Год назад
just WOW!!! Thanks a LOT!!!!!!
@lasereyes5720
@lasereyes5720 10 месяцев назад
at the 13 minute mark , coudn't we use 2 'Max' instead of 2 'add' to avoid the bleedover brightness ? Am to lazy to check.
@RohanGulig
@RohanGulig 9 месяцев назад
what about Z axis ?? will it work for Z axis also ??
@quantumdeconstructor
@quantumdeconstructor Год назад
Nice! What about sticky rotation?
@renderbucket
@renderbucket Год назад
Check the description. It has Instructions for object based triplanar with sticky rotation. 🙂
@fleity
@fleity Год назад
"Sticky" or static mapping by subtracting by object position is only helpful if you want to have scaling and rotation still act as if in world space. The easier way (which includes those too parameters into the projection) is to just use object space positions instead of world positions.
@AlexandrosDemetriades67
@AlexandrosDemetriades67 11 месяцев назад
can you be more specific as I would like to lock both pos and rot at the same time? thx
@fleity
@fleity 11 месяцев назад
@@AlexandrosDemetriades67 instead of Absolute World Pos - Object Pos (Absolute) use the local space vertex position, not sure about the node name from the top of my head, something like object space, or local space position. It's important that this position is per vertex and not from the entire objects transform position
@AlexandrosDemetriades67
@AlexandrosDemetriades67 11 месяцев назад
@@fleity Thank you
@AlexandrosDemetriades67
@AlexandrosDemetriades67 11 месяцев назад
Thanks@@fleity
@AlexisSanchez-ss3il
@AlexisSanchez-ss3il Год назад
What about using this feature with an skeletal mesh using an animation? I've tried replacing the object position with the Pre-Skinned location trough a vertex interpolator but does not work. How I should approach this?
@renderbucket
@renderbucket Год назад
For deforming meshes like characters and rigged assets UV coordinates and proper unwrapping are most suited for those situations.
@davidratajczak8408
@davidratajczak8408 5 месяцев назад
That's crazy to have to do all these steps for a simple triplanar texturing hahaha
@williamlacrosse9389
@williamlacrosse9389 4 месяца назад
Do not consider UE5 like maya, 3dsmax, C4D, blender or something else. Create a tool and use it several times, share it, enhance it.
@providencevfx_official
@providencevfx_official 4 месяца назад
@@williamlacrosse9389 Lol
@carlosrivadulla8903
@carlosrivadulla8903 Год назад
16:30 using a "transform position" node after AWP would fix the projection onto the obj as well?
@renderbucket
@renderbucket Год назад
Yep! Exactly. Added the instructions for this in the description it just requires a couple modifications to the network to make it object based triplanar with sticky rotations.
@AlexandrosDemetriades67
@AlexandrosDemetriades67 11 месяцев назад
but can you do both rotation and position at the same time? @@renderbucket
@APBXylon
@APBXylon 2 месяца назад
Normal maps have incorrect shading following this setup.
@Sebastian-k3e7u
@Sebastian-k3e7u 15 дней назад
Sadly in UE 5.3 not working
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