Unreal Engine 4 Tutorial: World Space Tri-Planar Material Improved

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  • Опубликовано: 2 фев 2025

Комментарии • 10

  • @camilavignoni1600
    @camilavignoni1600 Год назад

    Thank you, very explicative, best type of tutorials!

  • @crayder1100
    @crayder1100 Год назад +1

    Phenomenal, thank you! I also made a variant of this that uses a separate texture for z for very basic grass/rock transition. However I'm currently trying to find a good way to implement hardness/blending level between the textures. Also setting the height of the grass would be nice.

  • @santigod4073
    @santigod4073 Год назад +1

    Sos un capo

  • @namernamest942
    @namernamest942 2 года назад +1

    Thanks for showing off the material graph so clearly, but the video doesn't show how the final product/ how the material behaves at the end (or beginning). I can't tell if this is something that I want to know or not.

  • @FrankMelendezM
    @FrankMelendezM 10 месяцев назад

    Thank you for this video. I'm using Unreal 5.4 and I was wondering how can you achieve this with a 3 color Lerp.

  • @mosel3y755
    @mosel3y755 Год назад

    The texture is flipped without adding the multiply by minus one that exists in the WorldAlignedTexture Node

  • @Groodi
    @Groodi 2 года назад

    Thank you for this great tutorial! I have a stupid question. How is it possible to increase or decrease the normal strength? I cant simple connect parameters as usual. Thank you :)

    • @stephenmaloney424
      @stephenmaloney424  2 года назад +1

      Ah, I suppose you could take the normal output from the triplanar node, break it into RGB, and multiply the RG by a scalar, then recombine with append into one vector. If you scale the RG that should decrease the normal strength I believe. If you find a better way let me know!

    • @Groodi
      @Groodi 2 года назад

      @@stephenmaloney424 Thank you very much. I will try that :)

  • @myth0genesis
    @myth0genesis Год назад

    You could shave off another instruction by putting just one abs just after the VertexNormalWS and feeding that into the masks before the lerp alphas.