World Aligned Texture | 5-Minute Materials [UE4]

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  • Опубликовано: 18 сен 2024

Комментарии • 90

  • @ashtynjones9914
    @ashtynjones9914 3 года назад +28

    As someone using ue4 for uni, this series is literally the most useful resource I've come across.
    Cheers from Brisbane!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Cheers Ashtyn! Glad you're enjoying watching as much as I'm enjoying making!

    • @guysome3263
      @guysome3263 2 месяца назад

      It still is after 3 years. As a bonus he cracks me up everytime he drops 'willy-nilly' and the likes.

  • @Sycorix9
    @Sycorix9 15 дней назад +2

    I know this vid isn't recent so you probs wont see this but thank you again you legend.

  • @coalyounger
    @coalyounger 3 года назад +8

    If anyone’s ever seen the show ‘Chowder their character designs basically use this type of concept in 2D. Super handy and useful tutorials mate I appreciate it

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Very true! A lot of 2D games and also some animated TV shows use this technique to great effect. Would be interesting to see it done in 3D well :P

  • @Xaeveax
    @Xaeveax 3 года назад +8

    When I first discovered this it changed how I do landscapes and landscape objects forever. Such a useful tool. And as always, you've put together a very good explanation for people that have never used it before.

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      Indeed - having objects sync up with your Landscape textures is incredibly handy and makes environment design an absolute breeze :)

  • @davidmarin6305
    @davidmarin6305 9 месяцев назад +2

    This is great how you explain the concepts and why this works as it does, and you do it well, it is easy to follow

    • @PrismaticaDev
      @PrismaticaDev  9 месяцев назад +1

      Thank you! Very appreciated :) I try to keep things fairly abstract rather than step-by-step so the viewer can come up with their own ideas while watching

  • @ProfVice
    @ProfVice 3 года назад +1

    i used this methods a while ago for spline based walls, works perfect.
    Thanks for your work

  • @FireballVFX
    @FireballVFX 8 месяцев назад

    I like your idea to breakdown nodes visually step by step. Nice one.

  • @brokenhandle
    @brokenhandle 3 года назад +1

    The cliff demo blew my mind! Thank you.

  •  3 года назад +2

    Your channel is great, it helps me discover things i've missed in an easy way! and there's so much to miss in Unreal!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Really happy to hear that :) There are certainly millions of things to cover with Unreal Engine haha

    • @jgharding2
      @jgharding2 3 года назад +1

      @@PrismaticaDev I love the optimistic "where we demystify every node in the unreal engine material graph"
      I have a vision of you with grey hair still going

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      @@jgharding2 Hahaha this made me chuckle. When I say EVERY node, I mean EVERY node!!

  • @giovanniandrade3637
    @giovanniandrade3637 3 года назад +1

    Thank you so much for the contents, that will help my struggles with tilling and these 5 min tutorial are excellent

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      You're welcome Giovanni! Glad to hear it helped :) It's definitely a life-saver when it comes to tiling.

  • @Fokkusu
    @Fokkusu 3 года назад +1

    this is really useful thanks :D, I will 100% use it for various landscape filler objects :)

  • @markelishaev617
    @markelishaev617 3 года назад +2

    Great vid! Valorant have a cool use for what you mentioned in the end of the video. where their gun skin texture is world aligned which looks cool when the character is moving and the texture seems to move too.

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      True!! Haha I think they also do some screen-aligned textures as well for skins. Really cool effect that can make it look like something is a window into the abyss

  • @3digitalsvt82
    @3digitalsvt82 3 года назад +1

    thank you so much for your channel mate! just discoreved it and found it super clear and usefull. Thanks!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      Glad you're getting some use out of it

  • @boiraproductions7828
    @boiraproductions7828 3 года назад +1

    Very useful!! I'll try that on buildings too from now :D

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      Great idea! Perfect for buildings.

    • @nicholasbrown5013
      @nicholasbrown5013 3 года назад +2

      It’s super handy for using global noise masks to make blending a little more organic! You can also use it to simulate things that may be attached to players but want to emulate world space. Tons of uses.

    • @PrismaticaDev
      @PrismaticaDev  3 года назад

      @@nicholasbrown5013 Absolutely! Adding some noise to -everything- to break up tiling is a great idea.

    • @boiraproductions7828
      @boiraproductions7828 3 года назад

      @@nicholasbrown5013 Oh, using it also with a mask, great idea, ty!!

  • @Jukerlaw
    @Jukerlaw 3 года назад +1

    Thanks. I have so much to learn.

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      So do I! The best thing to do is enjoy the process :)

  • @paramelofficial9100
    @paramelofficial9100 3 года назад +1

    Lovely stuff as always, always love using tri-planar for seamless grunge and noise. (BTW it's axis singular, axes plural, confusing af I know, good luck with that)

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +2

      Definitely, really helps to break up tiling!
      And unfortunately you're wrong, it's "axi" for plural. Trust me, I'm a professional ;)

    • @paramelofficial9100
      @paramelofficial9100 3 года назад +1

      @@PrismaticaDev Aaaah of course, my apologies your excellence!

  • @CustomGamer
    @CustomGamer 3 года назад +1

    Thanks for these videos! They've been so useful :)

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      No worries at all :) Thanks for watching them!

  • @ljs2263
    @ljs2263 2 года назад

    ITS REALLY HELPFUL. Really Thanks

  • @elielsonanjos7440
    @elielsonanjos7440 2 месяца назад

    Thanks!

  • @andersonbrandaosudario3425
    @andersonbrandaosudario3425 7 месяцев назад

    Thanks for the video!! I am taking a time here to "flip" the direction of the world projection trying all I can with the World_Space_Normal input lol

  • @adils4604
    @adils4604 2 года назад

    Helped mostly, now I gotta do the rest on my own to get my results

  • @thumbsup08
    @thumbsup08 2 года назад +3

    Hi! What should I do if I want to rotate my texture? (I have a brick wall material which I would like to rotate to where the bricks face upwards rather than sideways) Thanks!

  • @raulblazquez6004
    @raulblazquez6004 3 года назад +1

    Nice tutorial!!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад

      Thanks Raul :) Hope it comes in handy!

  • @shadihammash7675
    @shadihammash7675 Год назад

    Great tutorial
    Thanks alot

  • @abraxysjax6630
    @abraxysjax6630 2 года назад +2

    Just in case someone is wondering which mask node this is that he is using, it is the ComponentMask

    • @_Nat911
      @_Nat911 8 месяцев назад +1

      2 years later, you're a lifesaver. Cheers.

    • @YaoZu3DArtist
      @YaoZu3DArtist 4 месяца назад

      thank you! life saver!

  • @kenalpha3
    @kenalpha3 2 года назад +1

    Great vid! This explained the name of the alignment texture I want for 3 planes.
    But 8:21, don't we connect the a Normal Texture into the WorldAlignNormal, which connects into the Normal node of the End codebox (idk what it's called)?
    Can you direct me to a tutorial that sets up all the basic 5 texture types (Color, displacement, normal, rough, OOC) - but using the correct WorldAlign_ Nodes/Functions? Ty

  • @jogozinkahruso943
    @jogozinkahruso943 3 года назад +1

    Im happy i ran into this video.

  • @MrLieka
    @MrLieka 18 дней назад +1

    Love your tutorials ! Is it possible to " lerp " between 2 different mesh ? I have this guitar with interchangeable body but the neck and pickups stays the same

    • @PrismaticaDev
      @PrismaticaDev  17 дней назад +1

      @@MrLieka you can use Skeletal Mesh Merging in unreal 5, or Geometry Script to combine multiple different meshes in to 1

    • @MrLieka
      @MrLieka 17 дней назад

      @@PrismaticaDev Thank you very much for your help! I'll spend some time on this then ;)

  • @PhantomZtryker
    @PhantomZtryker 3 года назад +2

    You should mention that there is a local space version of this.

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +4

      I'll be making another video about LocalAligned nodes and also baking them in engine! :)

    • @PhantomZtryker
      @PhantomZtryker 3 года назад +1

      @@PrismaticaDev Oh, nice. :)

  • @teddiandersson6744
    @teddiandersson6744 8 месяцев назад

    Oh, I see.
    The Chowder node.

  • @mccprostudios
    @mccprostudios 3 года назад

    You should show us how to make a sky sphere material or how someone would go about making one

  • @berca76
    @berca76 3 года назад +1

    Awesome! You just have new subscriber here! :)
    Just wanted to ask (as noob in case of shaders) is there a way to blend each plane better? Ideally with some noise? Thanks!

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      Really good question!! You could actually use a HeightLerp (which I have a video on) for the Alpha of each plane's Lerp. Really good idea!! Would definitely reduce the blurriness/fade of the transition.

  • @kudjo24
    @kudjo24 Год назад

    Great stuff. What if I wanted to have it stick to object and move with it instead of sliding all over?

  • @rodrigovieirastudies
    @rodrigovieirastudies Год назад +1

    Dang, you got talent. I'm using this node to 'project' a deformation on my foliage with World Position Offset. Okay, I'll say it. It's a crop circle. The problem is, I don't want it to tile. Is it possible to make it so that it doesn't tile? Or should I make some kind of mask? Thank you in advance.

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      Hey there! You can definitely make it not tile, although you'll need to know the exact coordinates you want it at. You could use the Radial Gradient as a mask at those coords

    • @rodrigovieirastudies
      @rodrigovieirastudies Год назад

      @@PrismaticaDev , nice! Well, better than having fixed coords would be to have a movable actor sending the position to the material through Param Collection, that way I could put it exactly where I wanted it inside the editor. Problem is, I already have two Collections in that material and their data is not recyclable for this. Won't let me put a third. I tried RVT, but can't make it work. I'll try the gradient mask, then try and solve the ParamColl/RVT later. I appreciate your help very much. Keep them coming, your channel is invaluable.

  • @joelbartor
    @joelbartor Год назад

    Is it possible to mix world aligned texture with some nodes that break texture repetition while tiling ?

  • @JC00PER-08
    @JC00PER-08 2 года назад +1

    I’m trying to add a texture to a small part of the model but it adds the texture to the whole model how do I fix it?

  • @Ryuuoujin
    @Ryuuoujin 10 месяцев назад

    do this work with substrates, if not, any idea if one could do something similar using substrates..

  • @karl1573
    @karl1573 3 года назад +1

    Great tutorial! I always wonder, how do you place the grass in the background? Is it manually painted or do you use some sort of auto placement material for that?

    • @PrismaticaDev
      @PrismaticaDev  3 года назад +1

      Gooood question Karl! I use a LandscapeGrassType for my grass placement, so it gets procedurally placed anywhere that I have a Grass layer in my Landscape. I place all my flowers/trees/bushes by hand though.

    • @karl1573
      @karl1573 3 года назад +1

      @@PrismaticaDev Ahhh. Thats really cool! Gotta get working on something similiar.

  • @PickledPeanuts1
    @PickledPeanuts1 Год назад +1

    so my biggest complaint is that you skip over what nodes you are selecting and also, how to build the total final product. I love your stuff I just feel like Im missing out on a bunch

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      There isn’t really a ‘final product’ to any of these videos, it’s just a primer on how these effects function. I also don’t have time to explain every node, like the simple math nodes, however I do have dedicated videos for all of them that you can search for if you don’t know what some are doing

  • @jaypockets
    @jaypockets 2 года назад +1

    Because there isn't a WorldAlignedRougness or WorldAlignedDisplacement node, do you know of any way to be able to use that texture information while using the WorldAlignedTexture and WorldAlignedNormal nodes?

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +2

      You'll be able to just use WorldAlignedTexture for your roughness/spec/metal stuff, since they're just regular textures. The only different one is the WorldAlignedNormal since a normal map takes directionality in to account, which changes depending on which angle it's being projected :)

    • @jaypockets
      @jaypockets 2 года назад

      @@PrismaticaDev Thanks! I hadn't thought of that. For some reason in my head I had thought displacement took directionality into account, but of course it doesn't. Rookie mistake, lmao! I have a secondary question though - It seems that the texture I'm using tiles on the Y-axis perpendicular to the X-axis, when ideally they would tile in the same direction (for instance, if I had lines and I wanted them to be going in a parallel/constant direction from the side to the top of my object). I tried plugging a CustomRotator node into the A of add instead of using a V3 (as you did to move the position of the texture on /whatever/ angle), with two V3's going into the Rotation Center and Rotation Angle, in order to rotate the texture, but it doesn't work plugging it into the Add node. Any thoughts?

  • @samuel_6817
    @samuel_6817 6 месяцев назад

    Hello, really good video. Could you help me? I need to render just "UV MAP" as a post process material preferably. Render only uv coordinate based in uv of asset mapped in 3D software. In this momento, I rendered uv projected in scene, but I need to render the uv of any object that is in the active mapped scene. Help me? Thanks a lot.

  • @maurusloeffel
    @maurusloeffel 2 года назад

    Thank you, a very helpful tutorial! I've been looking for this!
    I would like to animate a texture (scanlines) with the "panner" node, if this is the right one. But I'm constantly getting errors eicher on the panner node, saying that it needs a float2 or 3 input (instead of my constant3vector node from your tutorial, or on the "add" node if I apply a TexCoord node as input on the panner node.
    Can you guide me in the direction on how to animate the texture?

  • @hippocks146
    @hippocks146 2 года назад

    Probably a proper dumb question but, can you add parallax / bump maps to this?
    I downloaded a medieval castle asset pack from the marketplace and it works perfectly with the seamless edges etc but, it really lacks depth that would help bring my project to life.
    I don't see any "World Aligned" options for bumps / para'.

  • @snookofficial7211
    @snookofficial7211 Год назад

    Hey man love the channel, it's helped me out loads. I just watched a video on how to create a heat effect in the desert, the tutorial in question used a method where he placed a transparent plane in front of the camera with noise refraction across it. The plane was fixed to the camera and placed behind the third person character so that it always stays in frame, someone said in the comments that it didn't work in first person as the heat effect pans with the camera. I'd like to use the effect for a desert cinematic shot but I don't even know if I can fix a plane to a cinematic camera. Anyway, would this world aligned texture be a solution to the heat effect staying in the same place?. Any ideas?, since you seem to be an Unreal Engine guru lol

  • @gokdenizemektar2527
    @gokdenizemektar2527 Месяц назад

    how can we change color of this material ?

  • @miloszgierczak4806
    @miloszgierczak4806 2 года назад +1

    This is the same as triplanar projection?

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +1

      Yep - this is exactly what triplanar projection refers to

    • @miloszgierczak4806
      @miloszgierczak4806 2 года назад

      @@PrismaticaDev thank you my dude! Remember its wednesday!

  • @DKJens44
    @DKJens44 2 года назад

    Spaaaaaagetti

  • @llYuki0okami
    @llYuki0okami Год назад

    I modeled a cube in Blender, Baked textures, transferred to Unreal and it works nice, but when I rotate the cube 90 degrees the normal map effect is reversed and concave details appear convex and vice versa, how do I deal with it? Why no tutorial about model import even metion this?

    • @llYuki0okami
      @llYuki0okami Год назад

      Problem was - some apps consider that the green channel should show the model as lit from below and some apps consider it should show the model lit from above. This is sometimes referred to as “normal map right-handiness”
      Solution is - In Unreal click two times on texture in the content browser to open its config. Find and tick the box that says ‘Flip Green Channel’. This will invert the normal, in the preview, the concavities will convex, but in the editor itself and in-game everything will look right.

  • @KENISEG
    @KENISEG 2 года назад

    how combine world pos and panner ?