WTF Is? Material - World Position in Unreal Engine 4 ( UE4 )

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  • Опубликовано: 22 янв 2025

Комментарии • 58

  • @chrisharris_arizona
    @chrisharris_arizona 4 года назад +16

    At the end of a nearly 12 hour day trying to figure this out, I finally found this video. I can die happy.

  • @KnitterX
    @KnitterX 2 года назад +3

    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.

    • @Fenusha19
      @Fenusha19 2 года назад

      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

  • @imperatormegatron2014
    @imperatormegatron2014 8 лет назад

    Wow the sheer amount of content you created, awesome. Gonna eat through it all. Thank you. )

  • @capnc4ke
    @capnc4ke 2 года назад

    What would be the blueprint version of "Camera Relative World Position (Including Material Shader Offsets)" ????

  • @R462venom
    @R462venom 7 лет назад +8

    Hey everybody! To get normals to work, use VertexNormalWS instead of PixelNormalWS and it should work.

  • @rtea_academy
    @rtea_academy 3 года назад

    anyway when do I use excluding material material offset?

  • @resetXform
    @resetXform 3 года назад

    What astounds me is what are there not defaults for these?

  • @MrBaptista69
    @MrBaptista69 7 лет назад +2

    has someone solved the error with the normal input?

  • @yaserbakri1618
    @yaserbakri1618 7 лет назад +14

    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??

    • @NocteStudios
      @NocteStudios 6 лет назад

      MHD Yasser Albakri any solutions?

    • @dorinchira7197
      @dorinchira7197 6 лет назад +10

      @@NocteStudios Use VertexNormalWS instead of PixelNormalWS

    • @Arch.Ali.Furkan
      @Arch.Ali.Furkan 2 года назад

      @@dorinchira7197 Life saver... thank you for tips. Normal map work fine

  • @matthewthehuman1744
    @matthewthehuman1744 2 года назад

    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

  • @Kinosei30
    @Kinosei30 8 лет назад

    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.

  • @s16161
    @s16161 7 лет назад +2

    What I have to change to use this in the Normal ? Thanks for the video!

  • @gastonpiston
    @gastonpiston 7 лет назад +1

    is there a way to use this with POM ???

  • @TheT0N14
    @TheT0N14 7 лет назад +2

    How to combine World Position with TexCord (texture scalling ?

    • @R462venom
      @R462venom 7 лет назад

      change the divide parameter

  • @lorenznoichl3252
    @lorenznoichl3252 7 лет назад +5

    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

    • @RealRevirg
      @RealRevirg 4 года назад +1

      Found a solution, perhaps. Helps PixelNormalWS swap to the VertexNormalWS. Yeah, late, but that´s more for others like me in the future o:

  • @Nathillien
    @Nathillien 5 лет назад

    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. ???

  • @Cyberpunk_RZ
    @Cyberpunk_RZ 4 года назад

    one more question how do I get an absolute position on a complex SM "car"? that it doesn't look drawn in some places.

  • @BenjaminGoose
    @BenjaminGoose 2 года назад

    Really cool that you were able to do this yourself. Does WorldCoordinate3Way do the same thing?

  • @Ironpants57
    @Ironpants57 6 лет назад

    How would I keep the world position texture rotation when I rotate the object?

  • @peterkmiecik3059
    @peterkmiecik3059 6 лет назад

    Thank's Mathew for very helpfull work ! keep it comi'n :)

  • @Fedsson
    @Fedsson 5 лет назад

    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?

  • @dovahkiin009087
    @dovahkiin009087 8 лет назад +1

    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!!

  • @littlemoomin8899
    @littlemoomin8899 4 года назад

    I feel really stupid . which current pixel --' ?

  • @zaynali5792
    @zaynali5792 4 года назад

    really nice man

  • @jakedubs
    @jakedubs 8 лет назад

    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?

  • @RiccoDaniiDev
    @RiccoDaniiDev 8 лет назад

    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!

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 лет назад +1

      +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.

    • @RiccoDaniiDev
      @RiccoDaniiDev 8 лет назад

      +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?

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 лет назад

      +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.

  • @TrinhStudios
    @TrinhStudios 7 лет назад

    Why are you multiplying a constant2 with the mask? Does it determines the size of the texture?

  • @autentikum
    @autentikum 8 лет назад

    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!

  • @glennpbooth
    @glennpbooth 8 лет назад

    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?

  • @JohnDowson100
    @JohnDowson100 4 года назад

    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.

    • @АрхивариусСХ
      @АрхивариусСХ 3 года назад

      Same question. Have you found a solution how to do it?

    • @JohnDowson100
      @JohnDowson100 3 года назад

      @@АрхивариусСХ yes, unfortunately it's impossible with this method :/

  • @johnysilantiy1186
    @johnysilantiy1186 8 лет назад

    Hello Mathew,
    Can you explain how to do the same with a normal texture (to align it with base color texture)?

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 лет назад +3

      +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

  • @wtbuser
    @wtbuser 7 лет назад

    I don't see the absolute world position node? Do older versions not have it?

    • @wtbuser
      @wtbuser 7 лет назад

      Nevermind, its literally "world position" when you search for it.

  • @ceofi
    @ceofi 5 лет назад

    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?

  • @TheMonLust
    @TheMonLust 7 лет назад

    U helped me, thanks.

  • @sinaalidoust8023
    @sinaalidoust8023 6 лет назад

    now i can rest in peace... .

  • @Yorgarazgreece
    @Yorgarazgreece 7 лет назад

    thats very useful for lakes n shit
    great video btw (Y)

  • @MaximMikeBazala
    @MaximMikeBazala 4 года назад

    pom pom pom pom pom pom pom pom (y, right, 8 times)
    thank you for your short, but very helpful descriptions :)

  • @Shield3Gamer
    @Shield3Gamer 7 лет назад

    Nice tutorial!

  • @andrewwells290
    @andrewwells290 5 лет назад

    Thank you a lot)))))

  • @소드마스터-j2r
    @소드마스터-j2r 6 лет назад +1

    i solve my problem thanks

  • @andresestevez2701
    @andresestevez2701 2 года назад

    complejo la ultima parte

  • @paulsovushkin1532
    @paulsovushkin1532 8 лет назад

    cool

  • @Cyberpunk_RZ
    @Cyberpunk_RZ 4 года назад

    THX