Nice tutorial! Where possible use multiply by it's reciprocal instead of divide, it's slightly more optimal and adds up quickly in a project with hundreds of parameterised materials. (So if you want to divide by 8 you mutiply by 0.125, divide by 4 you multiply by 0.25, etc)
Question: May I ask how I can use a material MATH node to offset a UV across an Atlas? Ultimately, I would like to use a Control Rig controller (set to integer) that would offset the UV across the atlas one UV tile at a time? When the Controller is moved along the X axis, the controller will be at an integer value of 0, 1, 2, 3,...24. The controller’s integer value would offset the UV one UV tile at a time across the texture atlas coordinates set in the material, the UV would pop across the atlas not slide across the atlas. Linking the UV position in an atlas to a Control Rig controller is on my mind. Thank you for this video, it is brilliant.
How would you go about doing something similar to this where you can access a 10x10 grid to change the colors of the unwrapped uvs in a one of those tiles? Like to create a masking system to have different colors display on different parts of the mesh?
I love this!!! Hello, what node set up would we use if we wanted to pop the UV to a neighbor UV coordinate? Like describing an animated bolt texture on a texture atlas? **Goal #1.** If we had a 4x4 grid and wanted to offset the UV along the top row... down to the bottom right The UV start at the upper left corner 0,1 then we wanted to pop the UV to 0,0.25, then pop to 0,0.5 , then pop to 0,0.75 etc. all the way down the 16 quadrants to UV 1,0 in the bottom right. The UV would pop, not scroll. Like describing an animated bolt texture on a texture atlas? How do you move the UV to the next bolt decal on the texture atlas to make it look like an animated bolt texture? **Goal #2**. Can I also put each offset to the next UV as a variable or parameter I can plug into a "Control Rig" (Integer) controller that can run the UV offset left and right...the bolt would play forwards and backwards?
I got a problem, already scaling the texture for 1 of my model, but when i give the same material to the other model, the scaling is different. The new model got the texture scaling a lot bigger but the constant is the same 0.3 and 0.3. Does any one know how to fix it?
If you're still wondering: He's essentially cropping the texture sheet to display an exact section of the texture he wants. If you had a victorian trim on the left of your texture sheet and a variation of that trim somewhere else on the same sheet you can use the UV divide to crop to the size of the trim (assuming you did the math when making the texture) then use the U Tile (X, length) and V Tile (Y, Height) to navigate around the texture sheet to isolate the trim variation. Good for use in trim sheets and sectional masking.
@@JamieBaudo So when he UV unwrapped the bottle mesh when making it, he made that square section on it where he wanted the label associate with the top left of the image beforehand right? He really should spell that out but no biggie, or am I wrong about that?
You have no idea how much this video helped me under a deadline, thank you!!!
I searched for a video on this subject a while back and gave up.
What a pleasure to find it and for it to be done well.
Nice tutorial! Where possible use multiply by it's reciprocal instead of divide, it's slightly more optimal and adds up quickly in a project with hundreds of parameterised materials. (So if you want to divide by 8 you mutiply by 0.125, divide by 4 you multiply by 0.25, etc)
Absolutely what I needed! I can't thank you enough!
Amazingly detailed video. Thank you for explaining everything!!
I really like your tutorials - keep em up please! Anything in material/shader land for sure!
Why would anyone give this a thumbs down? Great tutorial...!
Thank you very much for your video.
Very good explanation and this is really helpful, not easy to find in unreal documentation
Question: May I ask how I can use a material MATH node to offset a UV across an Atlas? Ultimately, I would like to use a Control Rig controller (set to integer) that would offset the UV across the atlas one UV tile at a time? When the Controller is moved along the X axis, the controller will be at an integer value of 0, 1, 2, 3,...24. The controller’s integer value would offset the UV one UV tile at a time across the texture atlas coordinates set in the material, the UV would pop across the atlas not slide across the atlas. Linking the UV position in an atlas to a Control Rig controller is on my mind. Thank you for this video, it is brilliant.
5:55
press and hold and 2 key????
can you tell me more specific?
Searched everywhere for this. Thanks for the info!
This is a really good tutorial. I will probably use this soon now, thanks
you sir are a hero, very well done
How would you go about doing something similar to this where you can access a 10x10 grid to change the colors of the unwrapped uvs in a one of those tiles? Like to create a masking system to have different colors display on different parts of the mesh?
I love this!!! Hello, what node set up would we use if we wanted to pop the UV to a neighbor UV coordinate? Like describing an animated bolt texture on a texture atlas?
**Goal #1.** If we had a 4x4 grid and wanted to offset the UV along the top row... down to the bottom right The UV start at the upper left corner 0,1 then we wanted to pop the UV to 0,0.25, then pop to 0,0.5 , then pop to 0,0.75 etc. all the way down the 16 quadrants to UV 1,0 in the bottom right. The UV would pop, not scroll.
Like describing an animated bolt texture on a texture atlas? How do you move the UV to the next bolt decal on the texture atlas to make it look like an animated bolt texture?
**Goal #2**. Can I also put each offset to the next UV as a variable or parameter I can plug into a "Control Rig" (Integer) controller that can run the UV offset left and right...the bolt would play forwards and backwards?
Cool! Very good explanation.
Very useful for me, thanks!
My hero !
I dont understand why the math add increse de position. I suposed this will strech the texture but it dosent.
Precisely because you add to its POSITION, you add to every pixel at the same time. you are not scaling the texture, that's what multiply does
what if i want to tile only one section of the texture? how would i go about that?
as an example only row A
Does this work over multiple uv tiles (udims)? I can get this to work on a simple sphere. And I have Virtual Texturing turned on.
Ah, maybe I have to have duplicate textures for each uv tile or a separate uv set with them all stacked at 01.
I got a problem, already scaling the texture for 1 of my model, but when i give the same material to the other model, the scaling is different. The new model got the texture scaling a lot bigger but the constant is the same 0.3 and 0.3. Does any one know how to fix it?
thank you for this. purrfect instruction
Thank you! Very helpful
Awesome tutorial. Thanks!
Whaou ! thank you !
very good video!
Thank you!! Really useful!!!!!!!!!
Component mask R G, fixed your vector parameter issue.
Great! Thank you.
Thanks sorted a decal problem for me :)
How to control "Un Mirror"?
Great tutorial!
i fuckin love u dude !!
Thanks!
thank you so much
a bit difficult to understand for non experienced texturerer's . can anyone give a good explanation of what he was doing?
If you're still wondering:
He's essentially cropping the texture sheet to display an exact section of the texture he wants. If you had a victorian trim on the left of your texture sheet and a variation of that trim somewhere else on the same sheet you can use the UV divide to crop to the size of the trim (assuming you did the math when making the texture) then use the U Tile (X, length) and V Tile (Y, Height) to navigate around the texture sheet to isolate the trim variation. Good for use in trim sheets and sectional masking.
@@JamieBaudo So when he UV unwrapped the bottle mesh when making it, he made that square section on it where he wanted the label associate with the top left of the image beforehand right? He really should spell that out but no biggie, or am I wrong about that?
Nice :)
✅like, thx. 👍🏼
thnks so much
interesting
Why is Unreal Engine such a pain in the ass?
What's wild is you're right but also game dev is so much easier than it's ever been it's ridiculous
cause you're unfamiliar with it