I'd just like to say, I recognize Runescape music anywhere (didn't even notice it was in the description), adds a nice nostalgia for me. Nice tutorial, thanks for putting it out.
Brilliant, thank you for explaining this, quick and useful. I edited texture variation node to give me the dithering value as an output and now can lerp between the shifted uv texture and another one. It's so great that unreal lets you just riff on the tools they supplied. *gratitiude & joy*
I initially thought I would have to do a lot of research just to learn basics of material in UE4. But your videos really really help grasp the basics. Thanks man! These videos are perfect.
So happy to hear that! That's exactly why I started making videos in the first place :) Hopefully once you know your way around the tools you'll be able to do anything
In Destiny 2, whether you're close to a wall, for instance, or a short distance away, you can see sharp detail. This is the tutorial that emulates that the most (along with Landscapes | 5-Minute Materials.) Thank you. Very good work.
All of your videos are so helpful and demystifying! Im taking notes on them and feeling my brain sparkle so thank you! One critique I have though is that I’m noticing that when you go to review the functionality of each node at the end of each video you use the name of the node to define itself - and I feel you could spend more time to find a different set of words to define each node For example you said something like “the texture variation node is a node that adds variation to a texture” I feel like it’s a better teaching practice to be like “the texture variation node is a node that stacks textures on top of each other at different rotations and blends the seams between them with the use of a height map” I’ve had some experience teaching Maya to beginners and I found that this definition technique is more useful than using the name of something to define itself - I hope I don’t sound too critical or anal about this stuff I just thought it would be something useful to keep in mind for future videos ::)) Again, thank you so much for this tutorial set! I’m learning a lot! ✨✨❤️🔥 m
I spend 2 hours on youtube on all sorts of video explain different complex method for doing this.... before I found this video..... God! my life is tough!
Now that Nanite Tessellation is going to be a thing in Unreal Engine 5.4 and beyond, will you please consider returning to the Texture Variation Node and explain how to make it work better with Nanite Tessellation? It would be the ideal node to create large landscapes that don't at all look repetitive, but at the present time it has its issues to say the least.
Help, this works with flat objects but if object has even little bit of height or steep incline, it all gets super super stretched and I have no idea what to do about it
Its because you used the world position in the X and Y directions to project the Textures (as he did in the video) but you can of course use your own UVs with a texture coordinate Node. And for Landscapes you could maybe use the World Aligned Texture node first to have triplanar mapping and then do the texture variations (or the other way around).
I didn't even know about this. So good! Theoretically, for animation purposes, any expensiveness this would create would probably be worth it, right? Totally worth it if you've got a fixed amount of stuff in frame, yeah?
Hi There, sorry im new here. It's really good video, but does it only works horizontally? because i put on vertical objects/faces and its only vertically lines from the material
can any one help i have same texture on different parts of the model , but it all looks like all pointed towards same direction looks odd , how to randamise it ?
Thank you, this was fantastic! I was looking at other macro-variation methods to break up my tiling, but this was the only one that was actually effective! I notice that the node says to turn on derived mipmap on the texture samples. You didn't and it seems to be fine - wondering what effect it'd have.
Heya! It depends on the landscape itself - if it isn't very mountainous then you can get away with just World RG aligned, which will end up saving 2 texture samples per layer :)
Great tutorial, wrong texture example. This method is a really great way to hide tiling of non uniform textures such as dirt or grass. Bricks are the opposite of that :D
Haha precisely, except the effects wouldn't be as noticeable with a non-uniform texture for the sake of explaining it which is why I chose an example that had an orientation :)
Clarification. I have a uniform rock pattern on a cube, that I need to hide the seams in 2 ways: 1)Putting 2 cubes together, and 2) X and Y and Z edges matching, or blended. The rocks almost are pentagon shape, but not exactly. What type of magic texture do I need? #1 I can almost do it with a glitchy triplaner code I found on Blueprintue. (It's glitching because everything was pasted twice, but I have only 1 Final node to hook up to. So idk which of the double branches to connect to.) But using it, I can put 2 cubes together to match seams on X X. But I need a variable to adjust the tiling of YY to match the seam of XX. Can someone help me with the code for that? Then I can make 3 instances.. for X faces, Y, and Z faces. And adjust each axis instance to line up better? #2 Or can someone teach me how to apply a masked Inner-glow (black color) ring [square shaped for my cube mesh] on my final material display? So that all the color, bump, etc turns black at the edges (like dark cracks of a rock), and thus the identifiable [lit] pebbles wont be see as getting cut off at the seams. Thanks.
I believe texture bombing will sample the texture multiple times, where as this node only alters the UV's of the texture, resulting in less instructions when the same UV coords are shared between multiple samples :)
I'd say it's less expensive than sampling the same texture multiple times since it's just using UV distortion, although it does use generated noise so I guess in some ways it's less expensive and more expensive in others haha
amazing as always. this 5 minute material series is one of the best resource i've found for tech art, thank you so much for doing this
Really happy to hear that :) They're my favourite videos to make!
wtf man. This is the best series on UE on RUclips I swear, how is this hidden gem so hidden
Haha thanks legend
I'd just like to say, I recognize Runescape music anywhere (didn't even notice it was in the description), adds a nice nostalgia for me. Nice tutorial, thanks for putting it out.
Brilliant, thank you for explaining this, quick and useful. I edited texture variation node to give me the dithering value as an output and now can lerp between the shifted uv texture and another one. It's so great that unreal lets you just riff on the tools they supplied. *gratitiude & joy*
Pls keep making these. Thank you. I appreciate your intelligence and the time you took to make these.
I initially thought I would have to do a lot of research just to learn basics of material in UE4. But your videos really really help grasp the basics. Thanks man! These videos are perfect.
So happy to hear that! That's exactly why I started making videos in the first place :) Hopefully once you know your way around the tools you'll be able to do anything
In Destiny 2, whether you're close to a wall, for instance, or a short distance away, you can see sharp detail. This is the tutorial that emulates that the most (along with Landscapes | 5-Minute Materials.) Thank you. Very good work.
All of your videos are so helpful and demystifying! Im taking notes on them and feeling my brain sparkle so thank you!
One critique I have though is that I’m noticing that when you go to review the functionality of each node at the end of each video you use the name of the node to define itself - and I feel you could spend more time to find a different set of words to define each node
For example you said something like “the texture variation node is a node that adds variation to a texture”
I feel like it’s a better teaching practice to be like “the texture variation node is a node that stacks textures on top of each other at different rotations and blends the seams between them with the use of a height map”
I’ve had some experience teaching Maya to beginners and I found that this definition technique is more useful than using the name of something to define itself - I hope I don’t sound too critical or anal about this stuff I just thought it would be something useful to keep in mind for future videos ::))
Again, thank you so much for this tutorial set! I’m learning a lot!
✨✨❤️🔥 m
Hello to the cat. Charming cat! The lesson is cool, thanks for it!
Amazing node, its great to break tiling with great effect for those surfaces that are kinda barren and you cant mix them, epic :D
Absolutely! Getting rid of ugly/obvious tiling is always a pain but this makes it simple
Used this to fix grass/dirt textures in my game, thanks man!
*YES YES YES*
*YOU'RE GENIUS*
My few days headache *how to solve tiling is SOLVED*
So glad to hear it! :)
Finally, something that works without the bullshit, nice work!
Appreciate the music choice my dude.
yeeeeeeeeees, thank you for your work!!!!
No problems at all :) Glad you're enjoying!
doesn't this create problems for the texture on the side of objects? how would one fix that?
Amassing work, thank you
You are brilliant, ty for this.
I spend 2 hours on youtube on all sorts of video explain different complex method for doing this.... before I found this video..... God! my life is tough!
thanks for saving my life
Thank you
No, thank YOU! :)
Now that Nanite Tessellation is going to be a thing in Unreal Engine 5.4 and beyond, will you please consider returning to the Texture Variation Node and explain how to make it work better with Nanite Tessellation? It would be the ideal node to create large landscapes that don't at all look repetitive, but at the present time it has its issues to say the least.
Help, this works with flat objects but if object has even little bit of height or steep incline, it all gets super super stretched and I have no idea what to do about it
Yep....got stucked in the same problem....it's a shame because its a really fine setup
Its because you used the world position in the X and Y directions to project the Textures (as he did in the video) but you can of course use your own UVs with a texture coordinate Node. And for Landscapes you could maybe use the World Aligned Texture node first to have triplanar mapping and then do the texture variations (or the other way around).
I didn't even know about this. So good! Theoretically, for animation purposes, any expensiveness this would create would probably be worth it, right? Totally worth it if you've got a fixed amount of stuff in frame, yeah?
immediately liked for using OSRS music
Hi There, sorry im new here. It's really good video, but does it only works horizontally? because i put on vertical objects/faces and its only vertically lines from the material
you are awesome! :)
Only just found out about this -_- But one thing extra is you wanna use DDX and DDY outputs to get rid of those weird blank line between the blends
how can you use DDX and DDY with displacement? struggling to get that to work
can any one help i have same texture on different parts of the model , but it all looks like all pointed towards same direction looks odd , how to randamise it ?
Thank you, this was fantastic!
I was looking at other macro-variation methods to break up my tiling, but this was the only one that was actually effective!
I notice that the node says to turn on derived mipmap on the texture samples. You didn't and it seems to be fine - wondering what effect it'd have.
can you make a video of how to make 2dtexture arrays to save drawcalls? i have so many in my project, but donot know how to increase performance.
I have a video called "reducing draw calls" in which you can substitute Texture Arrays instead of using a custom Switch
@@PrismaticaDev just found it myself ;) thanks a great saver!!
great video
but I recommend using ue4 world aligned texture in land scape instead of using world position only
Heya! It depends on the landscape itself - if it isn't very mountainous then you can get away with just World RG aligned, which will end up saving 2 texture samples per layer :)
@@PrismaticaDev yeah you are right
is there any way to use this with world aligned textures?
thanks
Hi can you make a video for Pixel Depth Offset
Yes!! Absolutely :) I completely forgot about PDO, thanks for recommending :)
@@PrismaticaDev thanks
What's the difference between this and texture bombing
i like using these on "distant" textures since they look shit up close
My texture is stretched out on the side
for the 3vector there isnt an alpha channel?
Try a 4vector :)
Great tutorial, wrong texture example. This method is a really great way to hide tiling of non uniform textures such as dirt or grass. Bricks are the opposite of that :D
Haha precisely, except the effects wouldn't be as noticeable with a non-uniform texture for the sake of explaining it which is why I chose an example that had an orientation :)
@@PrismaticaDev You have a point. My bad :D
Clarification. I have a uniform rock pattern on a cube, that I need to hide the seams in 2 ways: 1)Putting 2 cubes together, and
2) X and Y and Z edges matching, or blended. The rocks almost are pentagon shape, but not exactly. What type of magic texture do I need?
#1 I can almost do it with a glitchy triplaner code I found on Blueprintue. (It's glitching because everything was pasted twice, but I have only 1 Final node to hook up to. So idk which of the double branches to connect to.)
But using it, I can put 2 cubes together to match seams on X X. But I need a variable to adjust the tiling of YY to match the seam of XX. Can someone help me with the code for that? Then I can make 3 instances.. for X faces, Y, and Z faces. And adjust each axis instance to line up better?
#2 Or can someone teach me how to apply a masked Inner-glow (black color) ring [square shaped for my cube mesh] on my final material display?
So that all the color, bump, etc turns black at the edges (like dark cracks of a rock), and thus the identifiable [lit] pebbles wont be see as getting cut off at the seams. Thanks.
Next Prismatica video: "I made a whole game with just shaders and it can be playable!"
By the way, I'm not gonna be suprised if you do this XD
what is the mask channel? i mean what is the node's actual name?
Search for ComponentMask :)
@@PrismaticaDev thank you so much man!
How is this different from Texture Bombing?
I believe texture bombing will sample the texture multiple times, where as this node only alters the UV's of the texture, resulting in less instructions when the same UV coords are shared between multiple samples :)
👍
wow
wow im first
I'm second
I see this and I am seeing it looks like the right texture variation I need, it might be expensive but for the first time it should be fine
I'd say it's less expensive than sampling the same texture multiple times since it's just using UV distortion, although it does use generated noise so I guess in some ways it's less expensive and more expensive in others haha