I've worked with fake interior shaders in other environments, but I had no idea UE made it this easy (comparatively). Thanks for the enlightenment! You've set my mind racing with lots of ideas for procedural randomization using texture arrays, varied tinting, etc.
You're tutorials are so fucking good it's ridiculous. It's not just copy paste my sick code, instead you go through the trouble of giving examples and truly making your viewers understand the function of whatever it is you're doing.
Is there a way to use this without manually setting the UV count on the left side of your node graph? I'm going to be using meshes of different sizes and it would be great if the shader could just use the mesh dimensions or unwrapped UVs to determine scaling
I think instead of using one large quad for the entire face of the building you can use multiple smaller ones. Or use a randomized mask for each floor (squares that are either fully white or fully black), and run the value that you get from sampling that texture through a lerp to choose between 2 different cubemaps. I wouldn't advise more than 2 because that could get expensive fast.
nice video! would it be possible to combine this with a raycasting effect, so that rooms can react to sunlight and get proper shadows? like for example if they have furniture in the middle of the room
You can modify the network in the interior cube map node to add another fake 2D plane in the center of the room to map things like furniture and things onto. But for it to react to proper light and shadow it would most likely be cheaper to just model the interiors with actual geometry and utilize nanite if you need that extent of realism.
Did you not see the 3D text on the wall with shadows behind it? 🤨 Imagine it's a refrigerator instead. Or a television. Or a door frame, a bed, whatever you want. You can fill the room with random crap, but the more unique things there, the more obvious it will be that it's the same room.
You should do a next-level tutorial showing how to do the City Sample-style office interiors, with occluding geometry. :) ruclips.net/video/xLVJP-o0g28/видео.htmlsi=Kl3PwheMQFhCZ4CL&t=2378
I've worked with fake interior shaders in other environments, but I had no idea UE made it this easy (comparatively). Thanks for the enlightenment! You've set my mind racing with lots of ideas for procedural randomization using texture arrays, varied tinting, etc.
You're tutorials are so fucking good it's ridiculous. It's not just copy paste my sick code, instead you go through the trouble of giving examples and truly making your viewers understand the function of whatever it is you're doing.
My man out here literally producing on demand content. Sick!
Cool, thanks, i tried it a year ago with little succes, Dot hdr problems. Now look more easy.
this is crazy, man. thank you
thanks for your content out there! crazy...
Never knew this was a thing, this is wild. Thank you!
Awesome man, thankyou.
This is great! How would you go about putting stuff in the rooms, i.e. furniture and decorations etc?
I wanna know it too.
This is so hard 🔥
grate! thanks
How do I know, how much does a material cost, like how much does impact the performance
Is there a way to make rectangular rooms? Rooms that aren’t perfect square dimensions?
Is there a way to use this without manually setting the UV count on the left side of your node graph? I'm going to be using meshes of different sizes and it would be great if the shader could just use the mesh dimensions or unwrapped UVs to determine scaling
Would this work with a Non-Euclidean space parallax?
Is it possible to render different random rooms? Nice tutorial btw.
I think instead of using one large quad for the entire face of the building you can use multiple smaller ones.
Or use a randomized mask for each floor (squares that are either fully white or fully black), and run the value that you get from sampling that texture through a lerp to choose between 2 different cubemaps. I wouldn't advise more than 2 because that could get expensive fast.
thank you bro
pretty sure it's called interior parallax mapping
nice video! would it be possible to combine this with a raycasting effect, so that rooms can react to sunlight and get proper shadows? like for example if they have furniture in the middle of the room
You can modify the network in the interior cube map node to add another fake 2D plane in the center of the room to map things like furniture and things onto. But for it to react to proper light and shadow it would most likely be cheaper to just model the interiors with actual geometry and utilize nanite if you need that extent of realism.
How to create not just empty room.
but with volumetric objects inside room.
Did you not see the 3D text on the wall with shadows behind it? 🤨 Imagine it's a refrigerator instead. Or a television. Or a door frame, a bed, whatever you want. You can fill the room with random crap, but the more unique things there, the more obvious it will be that it's the same room.
can i do this in 3dsmax?
You should do a next-level tutorial showing how to do the City Sample-style office interiors, with occluding geometry. :) ruclips.net/video/xLVJP-o0g28/видео.htmlsi=Kl3PwheMQFhCZ4CL&t=2378