World position is one of those neat nodes you can find a million uses for. Well that’s most nodes really... I love using it for blending height in combination with bias. You can use it to decrease layer count by creating more complex base layers to find a nice middle ground. Keep up the cool content!
Absolutely! I'm a big fan of making my Landscape layers have cliffs already built-in and then having an "override" layer just in case I want to have a really steep grassy hill or something. Same goes for having snow up the top of mountains using World Pos :)
@@PrismaticaDev exactly! Lesson I’ve learned over and over with landscape mats is to spend the extra time up front, then let the landscape and foliage layers do the heavy lifting. Keep up the vlog! I’m excited to watch the project and channel grow. :)
really nice and useful video, also I'm glad (if that was the case ofc) that my post with the color variations + noise gave you inspiration for the variation of colors :D, anyway it looks beautiful, I'm going to be taking notes about the other uses you got about world position thats for sure. Thanks ^-^
Haha I honestly can't remember :P I've been doing it for quite a while. I wish I had time to cover ALL the use cases but unfortunately I only have 5 MINUTES ;)
You’d get World Position and mask the B channel (z axis) and then have an Add parameter for offset and a divide parameter for softness. And also clamp the result haha
If you're trying to offset a texture in world space by adding to the X and Y world space coordinates in your shader to match with a mesh/UV then you first need to add/subtract your Object's X and Y coordinates from your shader's world coordinate, then subtract from each of those values half of your object's scale * 100 (*100 converts meter scale values into centimeters, do this before subtracting[This positions the tile texture correctly so that the center point isn't in the center of your ref object but rather one of the corners) and finally divide everything by your reference Object's scale after converting to Centimeters (* 100 from a meter based scale value). This can be useful because I can move a plane around and then bake some useful data onto it and after doing these conversions I can map that baked texture perfectly into a Material's world space coordinate which can then be used in any material/mesh I want and it all lines up perfectly.
Do you know how I would make it so something gets applied to the UV (ex. the texture is moving sideways with a time node and then added and increased with scale using a TexCoord node) and then afterwards or beforehand it also does the World Position in a way that the material from the top doesn't move when you move the object it's on.
I'm trying to use world position offset for a brick wall material but no matter what combination of parameters I try using on the mask, the texture ends up really stretched on any walls that are rotated 90 degrees. How can I fix this?
Heya Fabian - you could use overlapping and panning noise textures that get run in to a Contrast node to achieve a water ripple effect of some sort. You could also use the DitherAA node to make the material "transparent" without using transparency.
It's fantatic tutorial! How can I change color based on the word position of the Spot Lights with a scale gradual RGB vector value? I tried using the Light Function material but it doesn't handle color but just texture. I cannot select them one at a time :/
Is there a way to do the same for the red and green channels like at 3:15? That way you would get a - some sort off - 3d noise. I tried it but the problem is that you can see the repetition, is there a cheap way to make that less noticeable?
Could you make a tutorial on the transform node, and go through like the differences in object space, tangent space. And when you would use each space.
Haha I agree - unfortunately since we've been doing a lot of back-end work there isn't much VISIBLE difference to the game since the last one, but there should be a new devlog with some exciting announcements in a couple of weeks :)
It’s pretty much free - the verts already need to know what position they’re in to be rendered so we’ve just reading data that is readily available. Tri-planar combines world position, vertex normal masks and 3 texture samples. It’s the samples that can get expensive, especially if you’ve got lots of additional textures (roughness, AO, metallic etc) I have a video about it if you’re interested in learning more! Check the vertex normal WS and world-aligned videos
3:37 Tutorial linked? Cool Video. Informative and interesting uses of world position offset. I've used it/seen it used to tile a video across multiple meshes representing modular screens. I like these environmental uses. As you said, good way to add subtle variation to your scene.
Ah it's in an Annotation actually haha. Might not show up on Mobile. Thanks! Yeah there's definitely a tonne of things that can be done with it - definitely one of the most useful tools to know!
Hello, really good video. Could you help me? I need to render just "UV MAP" as a post process material preferably. Render only uv coordinate based in uv of asset mapped in 3D software. In this moment, I rendered uv projected in scene, but I need to render the uv of any object that is in the active mapped scene. Help me? Thanks a lot.
It's like when you're at the shops and you buy a chocolate bar and when you get to the counter they tell you it's a 2 for the price of 1 deal. BE GRATEFUL :P
I have a question, if I want it not to change color when moving the position with an absolute position as it would be, that is, that it be static and the color does not change if I move the position, I want it to be as a local position una duda, si quiero que no cambie de color al mover la posición con posición absoluta como seria, es decir q sea estático y no cambie el color si muevo la posición, quiero q sea como local posición