These are awesome techniques I never heard or thought of before. I always thought of vertex painting as the bread and butter and first go to, but with these, you can already achieve much even before that on a pixel level. Esp. the first one is so dead simple and yet effective. I think I remember how in some older games this was used extensively, now that I think of it. The second technqiue reminds me of the "FLood Fill" node in Designer. Very interesting. Thanks much for sharing!
I love what you've done here! Breaking up tiling is so necessary for high detail stuff that is used over great distances. For your second shader, I think it would be more efficient if you did your lerp chain on the UVs before taking the texture sample, instead of doing it on the sample output. This way you reduce four texture samples down to one.
Resampling the same texture multiple times is a lot cheaper than sampling 4 different textures but you’re right it would be cheaper to do it all in the uvs. There’s definitely some optimisations that could be made to these but I wanted to make the idea as clear as possible.
this technique only really works for something on a grid but i made a video recently about reducing tiling in the distance and that works for organic textures
@@tharlevfx thank your videos are top rate. would love to support. they have really helped especially the alpha versus weight blend tut. your the first to clear that up properly
im stuck on getting quixel textures to work right they tile horribly after about 3 or so out. i have a couple puddles in the mud which are really obviouse
I know this is an old video. But few days ago I experimented with custom rotator node and it messed up the normal map. When I use only base color or the masking map, it works just fine, but when I rotate normal map, red and green channels rotates and causes wrong normal map shading. I saw the video which somebody created custom node? for solution of this problem. When he rotated material tangent space normal doesn't broke up. So it would be really helpful to explain how to do this. ))
Roozy 85 I’m afraid I don’t have my tutorial materials available for download anywhere yet but it’s something I’m going to try and do next year so look out for that!
Thanks for the videos! I found this channel because Ben Cloward referenced it in one of this videos
These are awesome techniques I never heard or thought of before. I always thought of vertex painting as the bread and butter and first go to, but with these, you can already achieve much even before that on a pixel level. Esp. the first one is so dead simple and yet effective. I think I remember how in some older games this was used extensively, now that I think of it. The second technqiue reminds me of the "FLood Fill" node in Designer. Very interesting. Thanks much for sharing!
Great video! There's also another technique where you sample the same texture at different scales and lerp between them
I love what you've done here! Breaking up tiling is so necessary for high detail stuff that is used over great distances.
For your second shader, I think it would be more efficient if you did your lerp chain on the UVs before taking the texture sample, instead of doing it on the sample output. This way you reduce four texture samples down to one.
Resampling the same texture multiple times is a lot cheaper than sampling 4 different textures but you’re right it would be cheaper to do it all in the uvs. There’s definitely some optimisations that could be made to these but I wanted to make the idea as clear as possible.
Amazing and smart work mate! thank you :D
this was wonderful ... i knew you can do it , hope all success for your channel and blog
Really useful, thanks Tom!
very helpful! thank you!
Love it! Thanks man! Looking for more Tips! :)
Very interesting tutorial, thank you! 😊
My pleasure, glad it was helpful!
Can this be done with organic texture like those quixel has?
this technique only really works for something on a grid but i made a video recently about reducing tiling in the distance and that works for organic textures
@@tharlevfx thank your videos are top rate. would love to support. they have really helped especially the alpha versus weight blend tut. your the first to clear that up properly
im stuck on getting quixel textures to work right they tile horribly after about 3 or so out. i have a couple puddles in the mud which are really obviouse
But what should u do with normal maps getting inverted after rotation?
So the tiling grid has to match the scale of the tile texture? I mean must the tiles have the same proportion?
Grigorescu Stelian we can control the tiling of the textures inside unreal too but for the end result to look right the tiles have to line up yeah
I know this is an old video. But few days ago I experimented with custom rotator node and it messed up the normal map. When I use only base color or the masking map, it works just fine, but when I rotate normal map, red and green channels rotates and causes wrong normal map shading. I saw the video which somebody created custom node? for solution of this problem. When he rotated material tangent space normal doesn't broke up. So it would be really helpful to explain how to do this. ))
Tural Memmedov thanks for the suggestion man, I’ll keep it in mind
Great :) Thank you!
Any way I can get this material from your gumroad page?
Roozy 85 I’m afraid I don’t have my tutorial materials available for download anywhere yet but it’s something I’m going to try and do next year so look out for that!
*hug*