The Secret to Hide TEXTURE REPETITION in Unreal Engine 5: 4 PRO TIPS - UE5 Tutorial

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  • Опубликовано: 3 фев 2025

Комментарии • 436

  • @milostivo
    @milostivo Месяц назад +3

    If you like me started to apply step by step to your material and tiling didnt really gone, double check your texture, it might not be seamless, I started with texture which was looking seamless to me unless I started to add variations, which didnt help much instead highlighted borders more, I changed texture and things got MUCH better. I also suggest to play with parameters on each step to understand what they really do to your texture, thats how you can create gorgeous colour schemes. And of course, many thanks to the author, this tutorial is great and deserves millions of likes

  • @JoysticKnight
    @JoysticKnight Год назад +245

    And my respect for the game development time increases 3 fold. If it takes this time for this amount of “node work” just for a simple texture, I can only imagine the time it takes to actually explore these different parameters and create something unique.

    • @Dr.MSC.W.Krueger
      @Dr.MSC.W.Krueger Год назад +13

      Your "respect" should go to the developers writing the actual engine and renderer, not the monkeys dialing in parameters and connecting nodes. 😂

    • @John-cz7fo
      @John-cz7fo Год назад +138

      @@Dr.MSC.W.Krueger What a goofy comment. So the artist is nothing compared to the person who made the paintbrush?

    • @turkym7md5
      @turkym7md5 Год назад +1

      @@John-cz7fo you compare making a big complicated out of the box game engine with editor support and a complex node system with makin a paintbrush !??!?!?!

    • @EmeraldEmsiron
      @EmeraldEmsiron Год назад +64

      ​@TURKYM7MD the point is that the creator of a piece of art or a skilled user of a tool isnt worthless compared to the creator of the tools.
      are racecar drivers not actually skilled because they couldnt build the car themselves?
      you could say the same about

    • @3seren
      @3seren Год назад

      @@Dr.MSC.W.Krueger The respect goes to everyone working their ass off on their respective job fields. Now stfu

  • @CuT7yFlaM
    @CuT7yFlaM Год назад +345

    Better tutorial about making a landscape texture than a lot of things free or paid. Straight to the point, easy to understand, and above all, super practical. Thanks a lot, keep them coming.

    • @GameDevAcademy
      @GameDevAcademy  Год назад +7

      Thanks dude. I'm glad you liked it.

    • @Giolopy
      @Giolopy Год назад

      So by saying it’s better then free or payed, do you think it’s that Apple GET price???

    • @something4922
      @something4922 Год назад

      @@Giolopy specifically the GET selection of pre-2014.

    • @pugg9952
      @pugg9952 Год назад

      Perfectly said!

    • @veggiet2009
      @veggiet2009 Год назад +1

      Plus I feel it's understandable enough that I could take this method and apply to a different node system, like blender

  • @fishingwithcav8240
    @fishingwithcav8240 Год назад +83

    Excellent explanation. The hotkey goblin on my shoulder was going nuts watching the video.
    1+Left Click = Constant Scalar
    3+Left Click = Constant 3 for color / Right Click the node to convert to parameter
    S+Left Click = Scalar Parameter
    L+Left Click = LERP
    M+Left Click = Multiply
    U+Left Click = TextCoord Node
    Takes way less time than the right click menu for these common nodes. Not all nodes have hotkeys.

    • @thenetimp
      @thenetimp 10 месяцев назад +11

      The reason they do this, is those of us who are not familiar with the blue print parts it helps ingrain what something is by typing it, or seeing it written out, you don't know how many times I've watched a video, someone use hot keys and me get lost cause they have thick accent and I can't understand them.

    • @Animeke-san
      @Animeke-san 9 месяцев назад +2

      Oh, so you see it too? I'm glad I'm not insane.

    • @valorantbharath
      @valorantbharath 4 месяца назад +1

      yup

  • @Not_SatoruGojo
    @Not_SatoruGojo 8 месяцев назад +4

    This is literally what I was looking for, incredible! I was looking on my textures and they seemed nice from close position, but sad and ugly from long distance, this literally changes everything.

  • @rflores.g
    @rflores.g 10 месяцев назад +5

    I just started learning UE5. Found this extremely helpful!

    • @alyasVictorio
      @alyasVictorio Месяц назад +1

      And since I'm still in college and have laptop without gpu yet, I'll wait for UE's 5.6 version or higher since my parents will only buy a pc/laptop with Ryzen series X3D cpu and any gpu with 12gn vram (Nvidia or AMD) after my graduation from college which will happen in...uh...2028 😅

  • @satibel
    @satibel Год назад +33

    If you want to make a seamless texture, you can turn it inside out, by cutting it in 4 (tile it in 2x2 and crop to the size of 1 tile centerd, then you can relatively easily blend the center seams. (You can then tile and crop again but to like 1/3rd to fix the tilings of the seams at the borders)
    2x2 is a guideline, you can also tile it more and add variation if the base texture is small.

    • @LyubomirIko
      @LyubomirIko 3 месяца назад

      Or use free software like Materialize and do it automatically for seconds

    • @satibel
      @satibel 3 месяца назад

      @@LyubomirIko I haven't tried it but I'm not sure if it works for tiles with individual parts (e.g. an arcade carpet)

  • @rajmondkiss9696
    @rajmondkiss9696 Год назад +1

    I watched almost 5 tutorials, all of them was boring, slow, and I didnt learned anything. But this video is do exactly what i am looking for and Finally i can do it myself because I do understand now why and how does this work. Thank you!

    • @GameDevAcademy
      @GameDevAcademy  Год назад

      That's what, we do here at Game Dev Academy! I hope you'll check out more of my videos

    • @rajmondkiss9696
      @rajmondkiss9696 Год назад

      ​@@GameDevAcademy ​@GameDevAcademy I would like to ask if is there a way to write a private message. I would like to ask for few suggestions & opinion of my latest work. I am beginner of a ue level designer but i would like to learn a lot more!👌 Thank you again!

  • @kit_horror
    @kit_horror Год назад +2

    I'm brand new to game design and unreal engine, so im just happy that i even understand a decent amount if what you did. Even if i cant replicate it all yet lol

  • @seansopata5121
    @seansopata5121 Год назад +18

    And dont forget to repeat for the normals (though for far uvs, just use a 0,0,1 const). Also, I suggest passing the micro variation uvs through a swizzle.

    • @MEK_OUTTERBOX
      @MEK_OUTTERBOX Год назад

      how do you pass it though a swizzle

    • @seansopata5121
      @seansopata5121 Год назад +1

      @@MEK_OUTTERBOX use the swizzle node and pass your texcoord nodes into the xy input then use the xy output into your uv input on your texture sampler

    • @derekheisler2058
      @derekheisler2058 Год назад

      What did you do with the original Micro tin and variation tint? Is that what you replaced with a swizzle?

  • @_streimi_
    @_streimi_ Год назад

    I'm not even subscribed to people I watch almost every day, but you managed to get a sub after 9:45. Keep it up!

  • @peacefusion
    @peacefusion Год назад +4

    This is really helpful. It's pretty long, but the blueprint will save a lot of non seamless textures.

  • @henrythejeditube
    @henrythejeditube Год назад +2

    Thaks so much, removing titling especially on vast terrains and ladscapes was always a big issue

  • @Singularity-vp9xo
    @Singularity-vp9xo Год назад +12

    Fantastic, thanks so much man. Makes the nightmare of getting fully repeating yet interesting textures in a modular kit really easy. Thanks man :) I'll be sure to post my final project here for you to see! thank you again man!

  • @Freeflier
    @Freeflier Год назад +34

    This came out just when I needed it! Thanks for a great tutorial :)

    • @GameDevAcademy
      @GameDevAcademy  Год назад +3

      You're welcome dude. I'm glad this video was able to help you out at the right time!

    • @FreeSpeechXtremist
      @FreeSpeechXtremist Год назад

      Literally banging my head against a wall trying to work this out thanks soooo much... your one of the best unreal RUclipsrs thanks for all your content!

    • @dontarrrrrrrr
      @dontarrrrrrrr 5 месяцев назад

      @@GameDevAcademy Привет из России )

  • @MrMcgrizz
    @MrMcgrizz 11 месяцев назад

    I don't uderstand anything about why we have to use the specific mathematic operations, but that really saved me!

  • @rickfuzzy
    @rickfuzzy Год назад +5

    It's great an an example, but what I feel was missing was a bit of the "why". Previewing some of the nodes may have helped to understand their influence. I think if I was better at materials then I would have understood, but then, would I have needed this at all, I'm not sure.

  • @NemesisTWarlock
    @NemesisTWarlock Год назад +2

    Not bad. I feel it might be a little tougher on the GPU than stochastic texture sampling, but this is UE5 so I doubt this is for mobile. Also, remember, people, this is literally a single terrain layer, there would be more for Rocks, dirt, mud, water areas, etc, and then it would be further broken up with foliage.
    For the rare Unity Folk who clicked on the video, this is all possible in ShaderGraph/URP as well.

  • @philharland9591
    @philharland9591 Год назад

    Finally, I can have a landscape that doesn't look like I crocheted it together! ;o) Thankyou!

  • @staticbuilds7613
    @staticbuilds7613 9 месяцев назад

    Once foliage and models are added it would be near impossible to see texture repetition. This video explained a lot I didn't know about. Excellent tutorial, thanks for the great advice.

  • @prometheus_beard
    @prometheus_beard Год назад

    Helpful dude, thanks and subbed 👍

  • @gabrielvaz1261
    @gabrielvaz1261 Месяц назад

    Amazing tutorial! Thank you so much. What always gets me when I'm working with materials is the amount of processing power it needs nowadays for a single texture to be displayed "the best way". I mean... For static / slow videos and images I can see how all this processing usage can be rewarded. But in Game Development (that is my case), it's a constant concern.

  • @palvelusmusic
    @palvelusmusic Год назад +1

    A tutorial that I didn't know I needed ❤

  • @no_alias_for_me
    @no_alias_for_me 11 месяцев назад

    Thanks! What I miss on almost all UE5 tutorials is a short explanation what these nodes actually do. Multiply and Divide I obviously get but ScalarParameter etc. is so abstract for me that I have trouble following the process. Not because you explained it poorly, but rather because I need to know what each step does so it makes sense to me - which helps implementing certain nodes in other things.
    Video was nicely done tho!

  • @Dref0r
    @Dref0r 8 месяцев назад

    I was totally looking forward to the "wherever you are" commented section in the material but hey, excellent video regardless!

  • @kromenoi
    @kromenoi 4 месяца назад +1

    To reduce texture samples and optimise your material, create a Texture Object and plug it into all the Tex node of all Texture Samples that share a texture. Then make sure each Texture Sample node has their material definition set to "Shared", so that only one texture is being called for every Texture Object, rather than duplicate Texture Samples.

  • @michaelpease2103
    @michaelpease2103 Год назад +1

    I like the method provided here - I've been leaning from unreal sensei about Master materials. I could see how using these methods while making everything a parameter will make customizing ANY material super fast and convenient in real time. Do this work once and end up with 679 materials with beautiful blends.

  • @pipo3665
    @pipo3665 4 месяца назад

    this is the best video i've seen in the history of ever

  • @panfull
    @panfull Год назад +2

    super simple love it. I also use a random rotation to slightly offset my tiles to break them up ontop of all of this :)

    • @GameDevAcademy
      @GameDevAcademy  Год назад +2

      Doesn't that ruin the seamless effect of seamless textures?

    • @panfull
      @panfull Год назад +1

      @Game Dev Academy too an extent. Thing like grass and stone don't need it (it'll make clear lines you can see) but things like the Quixel bridge forest floor need it to displace the visible sticks and twigs. My rule of thumb is. If something stands out. Change it up.

  • @Juno006
    @Juno006 Год назад

    I spanked the thumbs up and absolutely folded the red button...awesome tutorial.

  • @stevenwells2536
    @stevenwells2536 8 месяцев назад

    This is such a well made, insightful, clear, and replicable tutorial! Thank you!

  • @joshuadav10
    @joshuadav10 3 месяца назад

    you're a literal legend. Instant sub.

  • @temple1997_
    @temple1997_ Год назад

    I've been stockpiling a few useful tutorials here and there for my passion project that I'm starting and I've got a few of yours in my bookmarks folder, then half way through this video I suddenly realized I recognized the voice. I don't know if you remember but I was one of your students in college quite a few years back, I wasn't a particularly great student but I still 𝘬𝘪𝘯𝘥 𝘰𝘧 tried - but hey I was young and didn't quite realize that I should've tried harder. I'm starting again but learning at my own pace in a form I can manage with my personal life, I have a son now and it's full time parenting at home, and so far your tutorials have been great. Thank you!
    Very happy to see you're still making great tutorials and helping others further their knowledge!

    • @GameDevAcademy
      @GameDevAcademy  Год назад +2

      Hey Brandan. Glad you're still taking the time to learn. Congrats on becoming a dad too. Hope to see the passion project one day :)

  • @Oziverse1610
    @Oziverse1610 9 месяцев назад

    Thanks a lot, appreciate it. I'm relatively new to all of this without any programming knowledge and it helped me very much. Keep it up :)

  • @etienne-y2p
    @etienne-y2p Год назад

    Great walkthrough, and such a clean design for solving this problem. Can't thank you enough for this.

  • @ronioclarenzo6137
    @ronioclarenzo6137 Год назад +1

    Excellent tutorial! Thanks a lot and keep them coming!

  • @jazenism
    @jazenism Год назад

    Great Tutorial Shane! Keep up the good work!

  • @ShadeAKAhayate
    @ShadeAKAhayate Год назад +3

    Very nice node flow, you have my respect.
    The only gripe I have with this method is it being really calculation-intensive, which is a big factor in performance. Perhaps baking the result into something intermediary to skip large part of node operations would help with that.

  • @ChickenGoogleSoup
    @ChickenGoogleSoup 10 месяцев назад

    I actually make my own seamless textures from scratch in GIMP. I'm going to make a semi-toon/stylized game!!
    The micro-variations are a very helpful hint for me! It will be sure to give my landscapes more interesting looks

  • @MrMeen
    @MrMeen Год назад

    This is great man, all the tiling features you would need. Cheers!

  • @prexen
    @prexen Год назад +1

    This is pure gold. Ty

  • @perochialjoe
    @perochialjoe Год назад +1

    This works extremely well. Thanks a lot for sharing!

  • @mastermill79
    @mastermill79 Год назад

    Genius, subbed! Keep em coming!

  • @offyourocker
    @offyourocker 6 месяцев назад

    thank you very much. between this and a couple other videos made by people with different priorities, i think i might have a good master material. seems flexible so far, anyway. naturally, i expect to prove myself wrong at any moment, so take my unwarranted confidence with a grain of salt, please. even so, thank you.

  • @DrPeeper
    @DrPeeper Год назад +2

    Man i like that you used Sonic 2 level start screen

    • @GameDevAcademy
      @GameDevAcademy  Год назад +1

      Best game ever 👍

    • @DrPeeper
      @DrPeeper Год назад

      @@GameDevAcademy All classic sonics are good! mainly because they couldn't do first hour patches but it did make the games food on release

  • @jt-el8540
    @jt-el8540 Год назад

    Still the best video online on this topic. 👍

  • @RainingPhoenixGames
    @RainingPhoenixGames Год назад

    Nice tutorial, it always bugs when you can see the tile lines, this technique is straight forward and looks great. Very clear presentation, thanks.

  • @UnrealPixelation22222
    @UnrealPixelation22222 2 месяца назад

    Crazy good. Thank you! 💯

  • @metalvapes4660
    @metalvapes4660 Год назад

    Thanks a lot! I was really scratching my head to how to solve the tiling issue. Great tutorial!

  • @adamgoldsmith310
    @adamgoldsmith310 8 месяцев назад

    As someone who only deals in web development (and am looking to make some games for a fun project), this is really cool, but also makes me think that maybe I should stick to what I know haha

  • @alekmoth
    @alekmoth Год назад

    Brilliant tutorial. Not relevant to me at all, but I still enjoyed watching the entire thing. Makes me want to get into unreal 5 to follow this guys tutorials

    • @GameDevAcademy
      @GameDevAcademy  Год назад

      UE5 is tons of fun. You should definitely check it out

  • @Idk_bro12340
    @Idk_bro12340 Год назад

    I really wanna thank you from the bottom of my heart for this

    • @GameDevAcademy
      @GameDevAcademy  Год назад

      You're welcome dude. I'm glad you found it useful.

  • @penguinista
    @penguinista Год назад +1

    Wow! Great tutorial. I will be using that code right away and your explanation makes it clear what is going on, so I think I will be able to adapt it easily.
    Thank you

  • @cristiantosoni249
    @cristiantosoni249 Год назад

    Very useful tutorial. Thanks a lot mate. The best!

  • @tranceemerson8325
    @tranceemerson8325 2 месяца назад

    I would love to see how he Nodes in Unity can be used to achieve this. they have loosely the same names, but the functions are quite different in many cases, and so you have to think differently about them.

  • @jessik2637
    @jessik2637 Год назад +1

    Very clear and informative tutorial! I will definitely try this out. Thanks :)

  • @BelfrostStudios
    @BelfrostStudios Год назад

    This is amazing, a lot of stuff in this is 'vital' to UE5 Level design. I wonder if one day they would just create a simple parameter that is drag and drop and streamlines this process.

  • @MrLelopes
    @MrLelopes Год назад

    I don`t even use UE5. Or do game developing.. but this is genious... I only use textures to archviz renders in twinmotion these days.

  • @MegasVN69420
    @MegasVN69420 Год назад

    straight to the point
    quick and easy to understand
    Amazing :o

  • @TheSoloDIYer
    @TheSoloDIYer 19 дней назад

    If you download the UE5 City Sample project, you can get a far more complex and universal version of this technique by importing and utilizing the MF_CellBombing function from that project.

  • @giovannimarini3730
    @giovannimarini3730 Год назад

    hey man, thanks a lot for this tutorial. this helped me for my exam project

    • @GameDevAcademy
      @GameDevAcademy  Год назад

      I'm really glad I could help you out. Hope you do/did well in the exam :)

  • @markst.5383
    @markst.5383 3 месяца назад

    So pretty easy and self explanatory.

  • @revg9742
    @revg9742 Год назад

    by far this is the most complex material i made with unreal. 4 or 5 layer its super spaghetti lol previously bought already made auto layer for landscape but dont understand at all to customize. And ! this tutorial is an enlightment explaining how all these little node work. kudos!

  • @bhosterman
    @bhosterman Год назад +6

    While I find this extremely useful, I don't understand why this is not built in. I would hazard a bet that by a large margin, this solution is needed far more than 50% of every project created in Unreal. Copying your work is one thing, understanding it well enough to do without reference is another.

  • @kepopo5666
    @kepopo5666 4 месяца назад

    Really useful and helpful tutorial

  • @BilluPlayzOfficial
    @BilluPlayzOfficial 2 месяца назад

    it Works Thanks Mate

  • @maiwandhimmat1779
    @maiwandhimmat1779 Год назад +4

    Thank you I don’t use unreal engine but this work is extraordinary

    • @GameDevAcademy
      @GameDevAcademy  Год назад +2

      Thanks for saying so - even though you don't use Unreal Engine!

  • @TheGrrson
    @TheGrrson Год назад

    Just what I needed. Thanks!

  • @inxendere
    @inxendere Год назад +1

    brb, gonna recreate this in unity. thanks so much

  • @Wemengumi
    @Wemengumi 7 месяцев назад

    самое лучшее видео которое я смотрел, даже не зная английского языка я всё понял. огромное спасибо

  • @JustAnotherFox
    @JustAnotherFox Месяц назад

    Now I just have to figure out how to add multiple materials like dirt and sand so I can paint the landscape. Yay

  • @Albert-Freeman
    @Albert-Freeman Год назад

    Thanks dude with Steven Wilson's voice, very nice.

  • @khealer
    @khealer Год назад +2

    Sometimes RUclips recommends quality stuff!

    • @GameDevAcademy
      @GameDevAcademy  Год назад

      It's not usually my stuff though! The is the best one of my videos has ever done!

  • @ambrosygerman
    @ambrosygerman Год назад

    awesome tutorial. instantly liked and subscribed. thank you!

  • @errington33
    @errington33 Год назад

    this worked perfect and was fast. could make a complaint if I tried!

  • @mattm7319
    @mattm7319 9 месяцев назад

    You're the champion!

  • @AlexanderO-j6k
    @AlexanderO-j6k Год назад

    Great video, so useful!🎉

  • @KANAWA2025
    @KANAWA2025 8 месяцев назад

    Very powerfull and professional thing thank`s for simple explain!

  • @Orozco_PNW
    @Orozco_PNW 8 месяцев назад

    Not sure if this is only now in 5.4, but in the directional light, there is a setting to enable 'raytraced shadows' and it fixed it on my model, which was happening on smaller objects in a closeup that were having annoying light bleed issues even though the geometry was clean. Thanks!

  • @TheDesknight
    @TheDesknight Год назад +1

    Perfect timming as i was exactly doing that 👍

  • @MozEclex
    @MozEclex Год назад

    Fantastic video thanks for your help.

  • @jonos138
    @jonos138 8 месяцев назад

    Brilliant work, but one of my biggest bug bares of UE, is all this complicated nodel system just to create a simple effect.
    This is something that is needed a lot in landscapes, so unreal should create a system where you can do this with as few button clicks and nodes as possible.
    Opportunity for a plugin I think where you can drag your texture in and it disguises repetition in a similer way, but without the user having to add all these nodes.

    • @8-bitzeroes933
      @8-bitzeroes933 7 месяцев назад +1

      I believe OpenLand can do something to this effect? I can't use it for my current project, but it came up a bunch when I was researching texture de-tiling.
      On the other hand, without Blueprints/nodes we would be writing the script for all of this math manually, so it is definitely a step up from that.

  • @tomhikon
    @tomhikon Год назад

    I didn't know about the micro/macro. Really cool thank you 👍

  • @hearthunter8029
    @hearthunter8029 Год назад

    Thanks man, good video.

  • @A_Devastor
    @A_Devastor Год назад

    Thanks for the great tutorial!👍

  • @Crosszero1
    @Crosszero1 Год назад

    This is just what I needed. Thank you!

  • @ntaa3556
    @ntaa3556 Год назад

    That's so great for beginners! Thanks a lot 🥰

  • @animationchronicles5444
    @animationchronicles5444 Год назад

    NICE WORK bro saved me

  • @imqqmi
    @imqqmi Год назад +10

    Very nice! I wonder what the processing cost is for each of these improvements vs none at all, just the tiled texture. And how that stacks up to using a procedural noise texture.

    • @GameDevAcademy
      @GameDevAcademy  Год назад +3

      Test it out and let me know!

    • @danolantern6030
      @danolantern6030 Год назад +2

      I’m not sure about the others,but i’m pretty sure that by far seamless is the cheapest

    • @satibel
      @satibel Год назад

      It depends a lot on implementation, but blending textures isn't very intensive on the gpu, but the large textures for the macrovariations might eat a bit of vram (though like 200 megs at most on a non optimized version with 8k rendering.)
      Note that I haven't tried it.

  • @immistreated
    @immistreated Год назад

    Thank you! Very very usefull!

  • @tidje10
    @tidje10 Год назад

    Love it ! Thanks !

  • @GES1985
    @GES1985 Год назад +3

    Gotta do this with the in-game building systems too. Houses look too tiled

  • @darkomen1078
    @darkomen1078 Год назад

    Thanks alot for a good and easy tutorial :D

  • @iCore7Gaming
    @iCore7Gaming Год назад

    I don't even do game development but this is pretty cool to learn about

  • @Aaws424
    @Aaws424 10 месяцев назад

    Thanks man ❤

  • @Povilaz
    @Povilaz Год назад

    Very interesting!

  • @Obereg21
    @Obereg21 Год назад

    Thank you! Useful tutor!!!!

  • @buildit3d_mk
    @buildit3d_mk Месяц назад

    thanks for the tips

  • @cyniktg
    @cyniktg Год назад

    Great tutorial 👏

  • @breadtomato
    @breadtomato 7 месяцев назад

    amazing!
    I've been playing around with landscape painting, where I can select different materials to paint with. The way I've been doing that is putting several textures/normals into a single material and layerblending them together so i can select between them in landscape painting mode.
    Would there be any suggestion to be able to use this material instance from the tutorial, but apply it to multiple textures so I can paint? usually my landscape is a single plane, so being able to paint with different textures would be great!
    great tutorial, I learned a ton. thank you!