Awesome video! Please make topics with time in the description for more easy navigation. I saw something very cool another day, but today I do not remember in wich part of your video it was. Thank you very much for sharing knowledge.
Hi, great video. I need to create a material to render UV coordinates for any object in the scene. I have connected textcoor to the emissive/base color node, but I see that it is still missing some kind of information as the U/V values (0.0-1.1) are not yet accurate. There are still some distortions, it seems to me from the camera's point of view, I don't really know. Do you know how to help me with this? How to create this type of material? Thank you very much.
very informativ tutorial, thank you What if I want to mimic lightmaps, that I bake in other program(without using ue4 lighmaps), should I multiply that texture(with uv0) with texture(uv1) in diffuse channel? or is there some other math required? since multiplying makes tiled texture just more dark?
How would you skew UV's in horizontal and vertical axes? Like horizontal skew would be that the top edge is pushed to the right and bottom to the left or vice/versa. Vertical skew would be left edge of the UV square is pushed up and right edge is pushed down and vice versa?
If ya still here can you answer a question i have ... its particar ... so i got a bunch of item and their icons ... now i just want to stamp them onto a large plane such as lining them up in UV texture side by side in a grid without creating a New texture plane how would i go about doing that ?
is it possible to tile the same space in the UV over and over just like you would with the whole uv? I'm trying to fit in an array of macro textures into 1 file so I can tile 1 sub region.
Hi! ,thank you so much for this tutorial, I have a question, I try to make a paner in a cylinder to show the flow of a liquid, and the UV is cut in two , and makes the paner in two opposite direction, this because the UV Unwrap is cut?
So i think I sorta get this. I had a question, if you wanted to keep your edges from moving could you also clamp it? so it only moves between 0 and 1? like a floor or mod of some sort?
Hey man, I know it's an old video, but I have a question. Is there any way to repeat a texture only one way? Say my mesh is 1024x1024, and my texture is 512x512. How do I mask the UV's so that the texture is only visible a single time, in the center so, (256 space)(texture)256 space) along x axis, and tiled along Y axis? I'm pretty sure this would be possible using World Position, but it has to be as cheap as possible, and I'm not sure World Position is.
8:55 It's not exactly the same. For models that have been unwrapped with UDIMs UV's are going above 1.0. You have to plug switches in UE4 to sample proper textures however.
thanks a lot for the trick........ im not as good as you in practical maths, I have one question, I mean, many many UE4 users may have that one question, watching this video made me sure you are the one who can answer it............ its about tiling seamless textures, the best way is to put many textures one nex to the other, but in a random way, in 3ds max we have the bercon tiles plugin, it makes you do that...... but in unreal engine, i saw nothing similar even if its easy as a plugin..... if you can clear that, we have an open gate to seamless textures..... if you dont understand the concept watch the first 3 minutes of this video ruclips.net/video/FuPQNIx3dh8/видео.html .... you'll understand, at the end of that video they used bercon tiles, but its used with 3dsmax and rendered with vray or something similar, not with unreal engine..... thanks in advance
There's definitely some material tricks you could do to create seamless tiling textures in Unreal! The first and most simple would be to just have a tiling pattern and overlay it with another tiling noise or grime layer in engine at a different uv scale - this will help break up any tiling repetition. To do something like the bercon tiling plug in is doing is possible too - firstly we create a few variations of our tiles - either offset or rotated - then we just need to create a mask texture with matching grid settings, or better yet save 3 different grids inside one texture in the rgb channels, and use them to Lerp between our random offsets and rotation. you'll never get rid of the tiling completely but you can get pretty far! see here for the material network: www.tharlevfx.com/random-tile-material/
do you know how I could get a reference of the UV coordinates of a material in an actor or pawn?
This tutorial deserve more views, actually pretty nice and detail 🥰
Tell all your friends!
after hours of research i finally found a way to easily mirror a texture at 27:47. thank you
The best tutorial on UVs ever. Thank you much.
I'm playing with uvs both in Maya and Unreal (using the same approach) and all of this is really helpful. Playing with uvs is fun!
Nice tuto!! Thank u.
Awesome video! Please make topics with time in the description for more easy navigation. I saw something very cool another day, but today I do not remember in wich part of your video it was. Thank you very much for sharing knowledge.
Hi, great video.
I need to create a material to render UV coordinates for any object in the scene. I have connected textcoor to the emissive/base color node, but I see that it is still missing some kind of information as the U/V values (0.0-1.1) are not yet accurate. There are still some distortions, it seems to me from the camera's point of view, I don't really know. Do you know how to help me with this? How to create this type of material? Thank you very much.
at 36:13 you switched to something where you can see the UVs of the object. How to get there & will it work with landscape made with heightmap
Hey man, just wanted to say thank you so much for this tutorial. It was fantastic.
Very good video. Thank you. I also enjoyed that you sound like Ricky Gervais
This was immensely helpful! Thank you
very informativ tutorial, thank you
What if I want to mimic lightmaps, that I bake in other program(without using ue4 lighmaps), should I multiply that texture(with uv0) with texture(uv1) in diffuse channel? or is there some other math required? since multiplying makes tiled texture just more dark?
Thanks for the tutorial!
How hard is it to make a hue gradient, color wheel gradient, triangular saturation and lightness gradient in ue4?
How would you skew UV's in horizontal and vertical axes? Like horizontal skew would be that the top edge is pushed to the right and bottom to the left or vice/versa. Vertical skew would be left edge of the UV square is pushed up and right edge is pushed down and vice versa?
just add two texCoords together, component mask between R & G for axis
If ya still here can you answer a question i have ... its particar ... so i got a bunch of item and their icons ... now i just want to stamp them onto a large plane such as lining them up in UV texture side by side in a grid without creating a New texture plane how would i go about doing that ?
is it possible to tile the same space in the UV over and over just like you would with the whole uv? I'm trying to fit in an array of macro textures into 1 file so I can tile 1 sub region.
Super helpful and clear explainations! Thanks!
Hi! ,thank you so much for this tutorial,
I have a question, I try to make a paner in a cylinder to show the flow of a liquid, and the UV is cut in two , and makes the paner in two
opposite direction,
this because the UV Unwrap is cut?
So i think I sorta get this. I had a question, if you wanted to keep your edges from moving could you also clamp it? so it only moves between 0 and 1? like a floor or mod of some sort?
Great stuff!
Can Unreal manipulate the UVs (scale, move, rotate) on faces of imported Mesh? Thanks
Hey man, I know it's an old video, but I have a question. Is there any way to repeat a texture only one way? Say my mesh is 1024x1024, and my texture is 512x512. How do I mask the UV's so that the texture is only visible a single time, in the center so, (256 space)(texture)256 space) along x axis, and tiled along Y axis? I'm pretty sure this would be possible using World Position, but it has to be as cheap as possible, and I'm not sure World Position is.
Thats fantastic! Thank you sir.
excellent video, thank you!
wow, really helpful! thank you!
Great Man !
thanks
2:41 - right click a pin, select "Connect to... [Emissive] " - never seen this before : )
Edit - okay, I've never seen most of this before.
Amazing!
8:55 It's not exactly the same. For models that have been unwrapped with UDIMs UV's are going above 1.0. You have to plug switches in UE4 to sample proper textures however.
thank you!
thanks a lot for the trick........ im not as good as you in practical maths, I have one question, I mean, many many UE4 users may have that one question, watching this video made me sure you are the one who can answer it............ its about tiling seamless textures, the best way is to put many textures one nex to the other, but in a random way, in 3ds max we have the bercon tiles plugin, it makes you do that...... but in unreal engine, i saw nothing similar even if its easy as a plugin..... if you can clear that, we have an open gate to seamless textures..... if you dont understand the concept watch the first 3 minutes of this video ruclips.net/video/FuPQNIx3dh8/видео.html .... you'll understand, at the end of that video they used bercon tiles, but its used with 3dsmax and rendered with vray or something similar, not with unreal engine..... thanks in advance
There's definitely some material tricks you could do to create seamless tiling textures in Unreal! The first and most simple would be to just have a tiling pattern and overlay it with another tiling noise or grime layer in engine at a different uv scale - this will help break up any tiling repetition. To do something like the bercon tiling plug in is doing is possible too - firstly we create a few variations of our tiles - either offset or rotated - then we just need to create a mask texture with matching grid settings, or better yet save 3 different grids inside one texture in the rgb channels, and use them to Lerp between our random offsets and rotation. you'll never get rid of the tiling completely but you can get pretty far! see here for the material network: www.tharlevfx.com/random-tile-material/