Thank you a lot for this! Two things to note here: The Z-axis is actually flipped which would become noticeable if you want to use a normal map. You have to multiply the B-value of the world position by -1 first. Speaking of normal maps, they seem to be incompatible with the PixelNormalWS node so I just replaced that with a VertexNormalWS node, which did exactly the same in my case.
hello. could you throw off a screenshot of what all the nodes together should look like in the end? I have problems when I do multiply the B-value of the world position by -1
Thanks for this great video and awesome solution, I have one question please , I tried to attach this formula to a normal texture sample but it's giving an error with the pixel normal ... how can I fix this to keep the normal map running accordingly with the diffuse and roughness maps??
Man I'm a beginner, was just trying to folow along but I couldn't figure out what the golden blueprint component was with the two coordinates, if anyone knows, that would dbe awesome
How can I add an offset in x and y? I have the tiled texture of some square stone floor and I want it to align the seams with the walls, and onlywith this world position node it is not aligned. I tried to put an add node after the multiply node, but it seems it's not doing anything.
actually it doesnt work with the normal... have you got an advice for that? i get errors when i plug in the normal texture wich makes the tiling in my material
Is there a way to get Global Illumination to work with this tileable material? The material would receive bounced light, but won''t bounce the light. Cannot get GI to work with this setup nor with the WorldAlignedTexture node. GI works when WorldPosition node is removed. But with WorldPosition node - nada. ???
Perfect tutorial man! I really need to know how to blend an asset into the terrain. Is there a way to do that? I really need an answer asap if at all possible. Thanks so much!!
Question: If I wanted to use the custom UV vertex shader instead of the pixel shader to find the direction that the cube is facing, what could I use instead of the Pixel Normal?
Could you go over various uses of the Blueprint: Gamestate and How to use UE4's Saving System!!! Keep up the amazing work! You're definitely credited in my game!
+Amaranthine Story The UE4 Saving system is covered using the GameSave object in this video here, ruclips.net/video/_4usRrTiqak/видео.html I do plan on doing one on GameState itself at some point but it's a tricky thing to make sure it cover all of it's quirks in single VS multiplayer and what you might use it for. I have used it in the past in some of the longer game jam videos so there are some uses of it in there.
+Mathew Wadstein Okay I will check it out! I was wondering if it could be used to store variables from the player character to be accessed from anywhere in real time?
+Amaranthine Story Yes if you wanted to do something like a "global" storage area then GameState would work for that. You can always get the player character from pretty much anywhere tho so there would not really be a reason to do that tho. The GameState would be more for keeping things like a global score or perhaps the timer for your game that is not really tied to any one thing but for the game itself. Note that GameState is deleted whenever the map changes or GameMode changes so that is something to keep in mind. GameInstance is more geared to keeping persistent information between maps and such as there is one GameInstance per game that is created when it starts and stays alive until the game is quit.
Question: Could I use something like this for modular assets? Say if I build and unwrap a church and need a material tiled across elements of it (window wall, archway wall etc), could I do something similar?
Hi. Super useful tutorial. Thanks! 1 Big question: Is it possible to add a parameter to obtain a softer transition between the sides? Let's say if I had a sphere or a cylinder and I wanted to avoid seeing an abrupt transition.
+Johny Silantiy So for doing the Normal it would require some more changes as you cant use the PIxelNormalWS as you have a Normal itself for the input. There is however something that you might want to look into instead if this is your goal as it would give you more options. Check out the WorldAlignedNormal node and the one below it (Texture) for basically a custom function Epic created to do what you are looking for and what we basically created above but with more. You can also double click on any of these custom functions to see exactly how they did them as well. I will be covering these in the future =) Epic Docs: docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Functions/Reference/Texturing/index.html#worldalignednormal Example using it: i.gyazo.com/6583093143a5e645c15821738d15bc79.png
I'm assuming you're using a 2k texture, that's why you've used 50 in the scalar param? Also how could i make the scalar value to be set as 1 by default and have the correct aspect ratio?
At the end of a nearly 12 hour day trying to figure this out, I finally found this video. I can die happy.
Thank you a lot for this!
Two things to note here: The Z-axis is actually flipped which would become noticeable if you want to use a normal map. You have to multiply the B-value of the world position by -1 first. Speaking of normal maps, they seem to be incompatible with the PixelNormalWS node so I just replaced that with a VertexNormalWS node, which did exactly the same in my case.
hello. could you throw off a screenshot of what all the nodes together should look like in the end? I have problems when I do multiply the B-value of the world position by -1
Wow the sheer amount of content you created, awesome. Gonna eat through it all. Thank you. )
What would be the blueprint version of "Camera Relative World Position (Including Material Shader Offsets)" ????
Hey everybody! To get normals to work, use VertexNormalWS instead of PixelNormalWS and it should work.
Thank you! Worked for me
Thank you))))
anyway when do I use excluding material material offset?
What astounds me is what are there not defaults for these?
has someone solved the error with the normal input?
Thanks for this great video and awesome solution, I have one question please , I tried to attach this formula to a normal texture sample but it's giving an error with the pixel normal ...
how can I fix this to keep the normal map running accordingly with the diffuse and roughness maps??
MHD Yasser Albakri any solutions?
@@NocteStudios Use VertexNormalWS instead of PixelNormalWS
@@dorinchira7197 Life saver... thank you for tips. Normal map work fine
Man I'm a beginner, was just trying to folow along but I couldn't figure out what the golden blueprint component was with the two coordinates, if anyone knows, that would dbe awesome
How can I add an offset in x and y? I have the tiled texture of some square stone floor and I want it to align the seams with the walls, and onlywith this world position node it is not aligned. I tried to put an add node after the multiply node, but it seems it's not doing anything.
What I have to change to use this in the Normal ? Thanks for the video!
is there a way to use this with POM ???
How to combine World Position with TexCord (texture scalling ?
change the divide parameter
actually it doesnt work with the normal... have you got an advice for that? i get errors when i plug in the normal texture wich makes the tiling in my material
Found a solution, perhaps. Helps PixelNormalWS swap to the VertexNormalWS. Yeah, late, but that´s more for others like me in the future o:
Is there a way to get Global Illumination to work with this tileable material? The material would receive bounced light, but won''t bounce the light.
Cannot get GI to work with this setup nor with the WorldAlignedTexture node.
GI works when WorldPosition node is removed. But with WorldPosition node - nada. ???
one more question how do I get an absolute position on a complex SM "car"? that it doesn't look drawn in some places.
Really cool that you were able to do this yourself. Does WorldCoordinate3Way do the same thing?
How would I keep the world position texture rotation when I rotate the object?
Thank's Mathew for very helpfull work ! keep it comi'n :)
Hey, when i try to put abs to B gives me an error saying that B has to be a float, what should i do?
Perfect tutorial man! I really need to know how to blend an asset into the terrain. Is there a way to do that? I really need an answer asap if at all possible. Thanks so much!!
I feel really stupid . which current pixel --' ?
really nice man
Question: If I wanted to use the custom UV vertex shader instead of the pixel shader to find the direction that the cube is facing, what could I use instead of the Pixel Normal?
Could you go over various uses of the Blueprint: Gamestate and How to use UE4's Saving System!!! Keep up the amazing work! You're definitely credited in my game!
+Amaranthine Story The UE4 Saving system is covered using the GameSave object in this video here, ruclips.net/video/_4usRrTiqak/видео.html
I do plan on doing one on GameState itself at some point but it's a tricky thing to make sure it cover all of it's quirks in single VS multiplayer and what you might use it for. I have used it in the past in some of the longer game jam videos so there are some uses of it in there.
+Mathew Wadstein Okay I will check it out! I was wondering if it could be used to store variables from the player character to be accessed from anywhere in real time?
+Amaranthine Story Yes if you wanted to do something like a "global" storage area then GameState would work for that. You can always get the player character from pretty much anywhere tho so there would not really be a reason to do that tho. The GameState would be more for keeping things like a global score or perhaps the timer for your game that is not really tied to any one thing but for the game itself.
Note that GameState is deleted whenever the map changes or GameMode changes so that is something to keep in mind. GameInstance is more geared to keeping persistent information between maps and such as there is one GameInstance per game that is created when it starts and stays alive until the game is quit.
Why are you multiplying a constant2 with the mask? Does it determines the size of the texture?
Hi Mathew, do you happen to know how to fix world alignment on vertical cordinates, or how to just rotate them to face the camera? Thanks in advance!
Question: Could I use something like this for modular assets? Say if I build and unwrap a church and need a material tiled across elements of it (window wall, archway wall etc), could I do something similar?
Hi. Super useful tutorial. Thanks!
1 Big question: Is it possible to add a parameter to obtain a softer transition between the sides? Let's say if I had a sphere or a cylinder and I wanted to avoid seeing an abrupt transition.
Same question. Have you found a solution how to do it?
@@АрхивариусСХ yes, unfortunately it's impossible with this method :/
Hello Mathew,
Can you explain how to do the same with a normal texture (to align it with base color texture)?
+Johny Silantiy So for doing the Normal it would require some more changes as you cant use the PIxelNormalWS as you have a Normal itself for the input. There is however something that you might want to look into instead if this is your goal as it would give you more options. Check out the WorldAlignedNormal node and the one below it (Texture) for basically a custom function Epic created to do what you are looking for and what we basically created above but with more. You can also double click on any of these custom functions to see exactly how they did them as well. I will be covering these in the future =)
Epic Docs: docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Functions/Reference/Texturing/index.html#worldalignednormal
Example using it: i.gyazo.com/6583093143a5e645c15821738d15bc79.png
I don't see the absolute world position node? Do older versions not have it?
Nevermind, its literally "world position" when you search for it.
I'm assuming you're using a 2k texture, that's why you've used 50 in the scalar param? Also how could i make the scalar value to be set as 1 by default and have the correct aspect ratio?
U helped me, thanks.
now i can rest in peace... .
thats very useful for lakes n shit
great video btw (Y)
pom pom pom pom pom pom pom pom (y, right, 8 times)
thank you for your short, but very helpful descriptions :)
Nice tutorial!
Thank you a lot)))))
i solve my problem thanks
complejo la ultima parte
cool
THX