No More Texture Repetition! Cell Bombing in Unreal Engine Materials

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  • Опубликовано: 12 дек 2024

Комментарии • 90

  • @inwardocean
    @inwardocean 3 дня назад +7

    Very timely! With displacement work so well for nanite, AND quixel ORD channels having displacement, I'm doing all kinds of heavily displaced materials. This is a super-useful (and pretty quick) technique for breaking up repetition at distance while keeping crazy detail up close. Thanks again!

    • @HojDee
      @HojDee  3 дня назад +1

      @@inwardocean glad to help :)

    • @mia_bentzen
      @mia_bentzen 3 дня назад +1

      Be careful of doing this too much, as it will start to affect performance

  • @MrYuzuro
    @MrYuzuro День назад

    Bro this is incredible. You have no idea for how long i have been trying to find this.

    • @HojDee
      @HojDee  23 часа назад

      glad I could help

  • @YazdaniPlays
    @YazdaniPlays 3 дня назад +1

    You are absolutely killing it bruh, I learned a lot from you

    • @HojDee
      @HojDee  2 дня назад

      glad to hear that man :)

  • @morty4423
    @morty4423 10 часов назад

    best tutorial by far
    thank you.

  • @rileyb3d
    @rileyb3d 3 дня назад +2

    Fantastic work! Recommending your channel to my discord.

    • @HojDee
      @HojDee  3 дня назад

      @@rileyb3d thanks man! I appreciate it :)

  • @loganasaurusrex8246
    @loganasaurusrex8246 3 дня назад

    FINALLY! I’ve been trying to do something like this for AGES!

    • @HojDee
      @HojDee  3 дня назад

      @@loganasaurusrex8246 glad I could help :)

  • @galravid-tal8517
    @galravid-tal8517 3 дня назад

    Thank you so much for making this video!
    Your content is great and the way you explain things is so understandable.

    • @HojDee
      @HojDee  3 дня назад +1

      @@galravid-tal8517 glad you liked it :)

  • @tomasgomez9925
    @tomasgomez9925 3 дня назад

    Awesome! Will keep it when I create a new environment :)

    • @HojDee
      @HojDee  2 дня назад +1

      great :)

  • @alltradesjack6594
    @alltradesjack6594 3 дня назад

    Excellent bit of knowledge. Thanks a lot for sharing it!

    • @HojDee
      @HojDee  3 дня назад

      @@alltradesjack6594 glad you liked it man :)

  • @boriskourt
    @boriskourt 3 дня назад

    Thanks! This is a great explanation. Looking forward to de-tile my landscapes :)

    • @HojDee
      @HojDee  2 дня назад

      glad it helped :)

  • @John_atCTS
    @John_atCTS 2 дня назад +2

    Awesome!! IMO, definitely one of the BEST Texture Bombing methods I've seen so far!
    Question: Based on your experience, I would be interested in knowing which Texture Bombing Method (say the 5 most common?) works best with which types of Textures.
    For example, I think I read that Cell Bombing works best with granular-type textures (fine stone, dirt, cement, etc??.) and others work best for more defined textures (Ground Twigs/Leaves textures), etc.
    Thanks again for the video!

    • @HojDee
      @HojDee  2 дня назад +1

      I use cell bombing for any organic texture. rock, grass, ground with twigs, or anything.
      But in case of textures that have pattern, like brick or tiled wood, the bombing methods don't work correctly.

    • @John_atCTS
      @John_atCTS 2 дня назад

      @@HojDee - thanks. Would be nice if Epic eventually makes it a built-in Node!

  • @juanmilanese
    @juanmilanese 2 дня назад

    quality tutorial man...

  • @LexFomin
    @LexFomin 3 дня назад +1

    Very cool, I use similar techniq in redshift. Thank you!

    • @HojDee
      @HojDee  3 дня назад

      @@LexFomin you're welcome :)
      Yeah, it's math stuff. It can be done in any engine I think

    • @dimaananyev5336
      @dimaananyev5336 3 дня назад

      Алексей, привет! Прикольно встретить здесь своего приятеля. Такого рода инструменты есть много где , в короне например, но для анриала урок весьма полезный.

  • @manzoo_3096
    @manzoo_3096 День назад

    4:10 you don't need saturate node. The texture's Alpha output is already in the range 0.0 to 1.0

    • @HojDee
      @HojDee  23 часа назад

      yeah. I just run everything I want to connect to the alpha of a lerp through a saturate. It's a habit I guess

  • @youngsiks5434
    @youngsiks5434 18 часов назад

    Thank you for posting the video! I have a question.
    Is there a way to reduce Texture Repetition for textures with patterns (e.g. bricks or tiled wood)?
    If there is, I would like to ask if you can make a video!

  • @arefrazavi6884
    @arefrazavi6884 2 дня назад

    good job

  • @Archviz_hosseini
    @Archviz_hosseini День назад

    god bless youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu 😭

    • @HojDee
      @HojDee  23 часа назад

      thanks man

  • @전민영-p1q
    @전민영-p1q 3 дня назад

    Thanks!!!

    • @HojDee
      @HojDee  2 дня назад

      you're welcome man :)

  • @ArchViz_PaXu
    @ArchViz_PaXu 2 дня назад

    Hi, Thanks for tut, I have problem when use displacement appear both texture cell , how to only make displacement for main texture?

    • @HojDee
      @HojDee  День назад

      I didn't exactly understand the question, but I think what you're talking about. If you increase the displacement magnitude, some areas may look bad, especially in the black areas of the alpha channel of the cell texture. I hide it by decreasing the displacement magnitude.

  • @VeganApps
    @VeganApps 2 дня назад

    TextureVariation node is also useful... oO

    • @HojDee
      @HojDee  2 дня назад

      yeah. I'll make a video about it in the future

  • @ilyachernobrov
    @ilyachernobrov 3 дня назад

    Thanks a lot!

    • @HojDee
      @HojDee  3 дня назад

      @@ilyachernobrov you're welcome man :)

  • @samonogram2631
    @samonogram2631 3 дня назад +1

    what's the difference with using texture variation nodes?

    • @carlosrivadulla8903
      @carlosrivadulla8903 3 дня назад +1

      I was about to ask the same. That node does the trick

    • @DamienRamirez
      @DamienRamirez 3 дня назад +3

      In short: very little, the Texture Variation uses noise instead of cell & it blends the "visible lines" based on height rather than the same texture alone. The cost is similar but the result is cell can give more variation (without looking as broken). There is a little more to it, but that's the basics.

    • @HojDee
      @HojDee  3 дня назад +1

      @@DamienRamirez thanks for the explanation

  • @프록시안
    @프록시안 17 часов назад

    내가 학생 때 이 영상을 봤었다면 지금 더 좋은곳에서 일하고 있었을 거야..

  • @KaiserKaddu
    @KaiserKaddu 2 дня назад

    I cant find the voronoi texture in the files...

    • @HojDee
      @HojDee  2 дня назад

      there was some issue with the file. I've fixed it. download the textures file

  • @Mikefiser
    @Mikefiser 2 дня назад

    Any notes on the performance? I noticed it samples the texture at least twice as much but I would be interested in the precise calculations and performance hits on a big terrain. It also needs to sample that voronoi texture but that doesnt have to have a huge resolution, right?

    • @HojDee
      @HojDee  День назад +1

      The most important thing is the increasing sample count, I think. I haven't gone deep into the exact performance calculations though. When using with landscape material, I'd use it only on layers where the repetition is really obvious and can't be hidden by foliage and stuff.

  • @gone41674
    @gone41674 День назад

    Does it work for an infinite world size? For example, if you set Size - Main Texture to 0.01, would it still avoid repetition?

    • @gone41674
      @gone41674 День назад

      You add an offset from the Voronoi texture, which has a fixed size, so I think it would repeat if the map is larger than the area covered by the Voronoi texture.

    • @HojDee
      @HojDee  23 часа назад

      @@gone41674 the voronoi texture is also tiling. so it can go on forever. just make sure the relation between the texture size and the cell size is reasonable. like I mentioned in the considerations section of the video

    • @gone41674
      @gone41674 18 часов назад

      @@HojDee Yes, I’m aware that the Voronoi texture is tiled, which is the problem. Tiling causes repetition, since the UV offset is read from the Voronoi texture, the final texture will also repeat. This repetition will occur if the world size exceeds the coverage of the Voronoi texture.

  • @Grigga
    @Grigga 3 дня назад

    is there a way with simpler nodes to make random rotation? its to heavy the way you show it...

    • @HojDee
      @HojDee  2 дня назад

      you can skip the rotation. or add a switch to turn it on or off. it works great with just the offset and the scale. or even just the offset

  • @tomastoegel4973
    @tomastoegel4973 3 дня назад

    Ok, definitelly the way but should be as one material like a "plugin" with all parametres in it. I wait for something similar in 3DS max.

    • @HojDee
      @HojDee  3 дня назад

      @@tomastoegel4973 in the end, I made it a material function. It can be used in any material inside unreal engine.
      For 3ds max, the principles are the same I guess. If you're familiar with its material system you should be able to create it

  • @alimirza-g4g
    @alimirza-g4g 2 дня назад

    I have a problem when I choose the modeling option, there are no tools

    • @HojDee
      @HojDee  2 дня назад

      maybe the plugin is not enabled

  • @omniplay4686
    @omniplay4686 3 дня назад

    Does this have some impact on the performance?

    • @thutmosisSeven
      @thutmosisSeven 2 дня назад

      Yes, a bit, because of the indirect texture call that may invalidate the texture cache.

    • @HojDee
      @HojDee  2 дня назад +1

      and also the increasing sampler count. the impact is not that much. but you gotta watch out for it. especially if developing for mobile

    • @omniplay4686
      @omniplay4686 2 дня назад

      @@thutmosisSeven Thanks for the info!

    • @omniplay4686
      @omniplay4686 2 дня назад

      @@HojDee Appreciate it!

  • @MarkEntingh
    @MarkEntingh 2 дня назад

    I think the most important question is, how expensive is this method on the GPU?

    • @HojDee
      @HojDee  День назад

      it increases the texture sample count. makes it twice. so that's the real bottleneck, I think. it's not optimized in that sense

  • @simonb1009
    @simonb1009 3 дня назад

    What is difference between cell bombing and texture bombing?

    • @HojDee
      @HojDee  3 дня назад +1

      @@simonb1009 the method is different. cell bombing is cheaper and works better in my opinion

    • @HojDee
      @HojDee  3 дня назад +1

      @@simonb1009 watch this video to learn more about texture bombing
      ruclips.net/video/SfJY3e-3wwY/видео.htmlsi=v9Vs-QccW6OJlX7l

  • @kovalevtimofei85
    @kovalevtimofei85 3 дня назад

    Hi! can t find cell texture. Can you give direct link? thanks

    • @HojDee
      @HojDee  2 дня назад

      hi! get it here: www.hojdee.com/courses-details/free-downloads
      and here's the tutorial on how to get it, if you run into any issues: ruclips.net/video/8yRxmuY9If4/видео.htmlsi=770df6CkfG-jx-Cj

    • @Cyberex
      @Cyberex 2 дня назад

      Yeap, me neither, can you provide the link for your website ?

    • @HojDee
      @HojDee  День назад

      @@Cyberex there was some issue with the file. I've fixed it. download the textures file

  • @indigochoiart
    @indigochoiart 3 дня назад

    Is there any way to download or buy your cell bombing MF file?

    • @HojDee
      @HojDee  3 дня назад +1

      @@indigochoiart I've put it on my patreon. The link is in the description

    • @HojDee
      @HojDee  3 дня назад +1

      @@indigochoiart it's also available in the epic's city sample project, if you have it.

    • @indigochoiart
      @indigochoiart 3 дня назад

      @@HojDee thanks for the good work

    • @HojDee
      @HojDee  3 дня назад

      @@indigochoiart glad to help :)

  • @SirRebonack
    @SirRebonack 3 дня назад

    6:27 Why divide? Multiplication could be used to achieve the same result but with much cheaper instruction cost. Divide should be avoided where it's possible.

    • @HojDee
      @HojDee  3 дня назад

      @@SirRebonack multiply is cheaper, you're correct. But with modern hardware, the difference is not that significant. If you wanna make it really optimized though, you should go with multiply for sure.

    • @nikoheino3927
      @nikoheino3927 3 дня назад

      not sure how its handled here, but atleast in most programming languages, the compiler optimized most divisions into multiplications.

    • @SirRebonack
      @SirRebonack 2 дня назад +1

      @@nikoheino3927 The shader compiler cannot optimize this division because it is based on dynamic data (sampled texture). Division is fine to use on parameter values, which are able to be optimized. Division is significantly more expensive than multiplication.

    • @nikoheino3927
      @nikoheino3927 2 дня назад

      @@SirRebonack oh okay, good to know.

  • @anotherreality7951
    @anotherreality7951 3 дня назад

    I think going through all the material is very time consuming. epic should make auto texture edit plugin.

    • @HojDee
      @HojDee  3 дня назад +1

      @@anotherreality7951 you could just make it once and reuse it anywhere you want