[Unreal Engine] - World Aligned Texture

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  • Опубликовано: 7 фев 2025

Комментарии • 45

  • @Grimdrums22378
    @Grimdrums22378 3 месяца назад +1

    Thank you soooo much.... I already knew how to setup world aligned textures, but i am doing a pixel art style game, and i couldn't figure out how to get world aligned textures to be sharpened until now.

    • @EliasWick
      @EliasWick  3 месяца назад +1

      @@Grimdrums22378 ohh that's cool! Glad I could help! I forgot that I showed how to fix it in this video 😅

  • @morganlak4337
    @morganlak4337 3 года назад +1

    Ah thank god for this tutorial, I had figured out everything on my own except I was getting blurry textures. I wasn't even sure what to google to try and fix this, or if it was even the fault of the world aligned node but it was thank you so much for covering that!

  • @benediktornhjaltason7948
    @benediktornhjaltason7948 5 лет назад +1

    Was looking for this for a long time, didn't quite know what to search for. Thanks dude!

    • @EliasWick
      @EliasWick  5 лет назад

      Glad you finally found it! :)

  • @icantthinkofaname2722
    @icantthinkofaname2722 4 года назад +4

    It's worth noting that if you're planning to use this in a landscape material and using the layer blend node, it's probably not a good idea to change the sampler type from shared wrap to source, since the layer blend node can't work with more than 16 textures normally. The shared wrap sampler is a workaround to fix that.

    • @EliasWick
      @EliasWick  4 года назад

      Super, thanks for letting us know!

  • @3dartistfoxhound488
    @3dartistfoxhound488 6 лет назад +8

    For mastermaterials use "texture object parameter" to greate and use instances.

    • @EliasWick
      @EliasWick  6 лет назад

      Patrick Huschmann Totally correct!

  • @SmokeyOkay17
    @SmokeyOkay17 11 месяцев назад

    Thank you, from the bottom of my heart

    • @EliasWick
      @EliasWick  11 месяцев назад +1

      So glad I could help! Thank you for watching! 🙏

  • @HeavyMix3
    @HeavyMix3 Год назад

    Heck that video saved me today, thanks!

    • @EliasWick
      @EliasWick  Год назад

      Glad you found it helpful:)

  • @kcnfn9701
    @kcnfn9701 3 года назад +1

    Im using this for landscape some weird issue is going on where some of the texture doesn't have normals and is discolored

    • @EliasWick
      @EliasWick  3 года назад

      Did you solve the issue?

  • @HolyCheems
    @HolyCheems 8 месяцев назад

    Is there a good way to implement the use of the alpha channel on the world aligned texture? I tried breaking it out into the Float 4 and using the alpha channel but it didnt seem to scale right on the tops and bottoms of blocks

    • @EliasWick
      @EliasWick  8 месяцев назад

      Sorry for the slow answer! Yes this is possible to get the alpha to work as well! I just tried it using Unreal Engine 5.0. How I did it:
      1. Create a material and make sure to set The material property Blend Mode to Masked.
      2. Add the WorldAlignedTexture to the material graph.
      3. Add a Texture Object and plug it into the TextureObject slot.
      4. Create a boolean and set it to true, plug it inot hte Export Float 4 slot of the World Aligned Texture.
      5. Drag the XYZ Texture output of the World Aligned Texture to the Material Input called Base Color.
      6. Create a Mask node and make sure that it's only recieveing the (A) / Alpha channel of the texture.
      7. Drag the XYZ Texture into the Mask (A) node, and the output of the Mask (A) Node into the Material Opacity Mask slot.
      If this doesn't work, make sure that the texture has an Alpha channel. If the image is black and white, you can use any of the other channels as masks.
      Have a great one!

  • @vinswarm
    @vinswarm 2 года назад

    Thank you!

    • @EliasWick
      @EliasWick  2 года назад

      No worries Vinswarm! :)

  • @RexArtTv
    @RexArtTv 6 лет назад +2

    Awesome!!!

    • @EliasWick
      @EliasWick  6 лет назад

      Rex Art thank you mate!

  • @thecakeisalie6392
    @thecakeisalie6392 5 лет назад

    A very useful tutorial!

    • @EliasWick
      @EliasWick  5 лет назад

      Glad you enjoyed it :)

  • @martem000
    @martem000 2 года назад

    Thank you so much! It works! A dream to not have to do UV map every wall 🎉

    • @EliasWick
      @EliasWick  2 года назад

      No worries Artem! :)

  • @arananime3156
    @arananime3156 6 лет назад +1

    Nice job man

  • @dingledongle307
    @dingledongle307 4 года назад +3

    Hey Elias. I'm working with Quixel megascans and im having a hard time figuring out how to do this because the blueprint looks very different. Is there any way you can point me in the right direction?

    • @EliasWick
      @EliasWick  4 года назад

      Hi Justin. Unfortunately I have a hard time helping you right now. I could however help you out in about two days, and I believe you have solved it by then.
      What are you stuck on? Are you having trouble implementing the World Aligned Texture?

    • @muitosabao
      @muitosabao 4 года назад

      I'm trying to do the same. Super suprised that there's not default option to have the megascans materials with the triplanar option! Did you manage to figure it out?

  • @DeadPixel1105
    @DeadPixel1105 Год назад

    Thanks.

    • @EliasWick
      @EliasWick  Год назад +1

      Hey! Glad you found some use for it! :)

    • @DeadPixel1105
      @DeadPixel1105 Год назад

      @@EliasWick It was extremely helpful. Last night, I was having the issue of textures scaling along with the static mesh, which was driving me nuts and made me basically 'rage quit' haha
      This solved that issue. Thanks again.

  • @cassandra9037
    @cassandra9037 6 лет назад

    WOW!!! Mind blowing

    • @EliasWick
      @EliasWick  6 лет назад

      Thank you very much Cassandra! I am glad you enjoyed the video!

  • @thibaultcarabasse9608
    @thibaultcarabasse9608 6 лет назад +1

    thanks for this tips ! :)

    • @EliasWick
      @EliasWick  6 лет назад

      Thank you for the comment :)

  • @blackswan6386
    @blackswan6386 4 года назад

    hello sir can you help me, i dont want that moving texture, how i can fix the tecture to the object wherever o move it ?? thanks for sahring

    • @EliasWick
      @EliasWick  4 года назад +2

      Just don't use the world aligned texture node :)

    • @blackswan6386
      @blackswan6386 4 года назад +1

      @@EliasWick thats why i used allign texture, without i have nothing, the picture i use as texture was not alligned to the object, to solve this i used "localalligntetxture" now the picture fits to the object and all is centred, thanks for reply :D

    • @EliasWick
      @EliasWick  4 года назад +2

      @@blackswan6386 Glad you solved it :)

  • @AphoniaMute
    @AphoniaMute 6 лет назад

    I'm curious as hell right now... I see your "M_Grass_Side" Is it possible to do what we've just now done but on vertical edges have a different texture and still use world align?

    • @EliasWick
      @EliasWick  6 лет назад

      dzrealkiller Yes with a bit of tinkering that is possible. You can set what axis that should be a world aligned texture. So if you want you can just project one side, X, Y or Z.

  • @DeadPixel1105
    @DeadPixel1105 Год назад +2

    Pardon my rant here, but it's really irritating how overly-complicated (and perhaps *needlessly* complicated) it is to do things that should be simple and basic. Like this, for example. A dev shouldn't have to go through all these steps just to simply make a texture NOT scale along with a static mesh. It's ridiculous. It should be as simple as selecting the static mesh and ticking a box in the 'transform' options in the right panel. There should be an option there that you can enable/disable to make textures scale with the static mesh they're attached to. It's just so absurd to me that doing even the most basic thing in Unreal Engine requires a goddamn tutorial. End rant.

    • @EliasWick
      @EliasWick  Год назад

      I totally get the frustration. Having to add a shader function and changing its content is very complicated. I am however glad you stuck through, found a solution and learned something new! :)