Unreal Engine 5 Tutorial - UV Manipulation

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  • Опубліковано 23 січ 2025

КОМЕНТАРІ • 17

  • @heyitsjoshmusic
    @heyitsjoshmusic Рік тому +5

    A great example of a straightforward tech art solution, that anyone on a team could use, and use more easily than the default way of selecting from a long list of every project texture. This method could support even more decals if they needed only one or a few colors - by supplying the final color in the material, 4 black+white sheets could be packed as masks into the RGBA channels.

    • @mr.j7899
      @mr.j7899 6 місяців тому

      Question: Do you have an example or link where I can find more about this? Thank you!

  • @jcd302
    @jcd302 Рік тому

    Wow, this is like wizardry! Thank you for sharing the magic!

  • @ornji
    @ornji 9 місяців тому

    Brilliant tutorial, you've a great teaching method

  • @xionnine
    @xionnine 6 місяців тому

    Thank you for a great tut

  • @flyingtruck5301
    @flyingtruck5301 3 місяці тому

    Thanks. simple and effective

  • @ahmedsheeraz
    @ahmedsheeraz Рік тому

    I tried Custom Rotator node to rotate the icon but not working, how can we amend the code to shift the Rotation Center also?

  • @Inkulabi
    @Inkulabi Рік тому

    🏆🖖🏾this may serve as a huge time saving when I come to creating some environments 🎮

  • @bukharyasagofbukhary4525
    @bukharyasagofbukhary4525 Рік тому

    If the unreal engine 5 can I use a beta plugin and publish it but will be a different platform

  • @shingAMarie
    @shingAMarie Місяць тому

    I got stuck when around 5 minutes you used the append node without explaining why, and obviously the rest of the tutorial makes no sense to me. Can you give some explanation of whats going on.also around 9 minutes how are you adding like 2.5 when the u/v only goes up to 1 like you said at the beginning?

  • @twiggystemz7724
    @twiggystemz7724 Рік тому

    What if your grid goes beyond the 4x4? Wanna use this for item icons and my grid more like 4x15 lol

    • @itzalion
      @itzalion Рік тому +2

      You can make any size grid by getting a square root of the number of needed items. 4x15 is 60. Square root of 60 is 7.74. Round it up to 8. So, you would need a 8x8 grid. If your icons are small is pixel size then it could be done with a single texture, otherwise you could divide them. A texture itself can also be a material parameter by the way.

  • @xjuliussx
    @xjuliussx Рік тому

    great !

  • @stephananemaat
    @stephananemaat Рік тому

    There's also a new node available as of 5.2 that can allow you to easily switch between textures. Can't remember what it's called. Although the benefit of your approach is obviously you're just using the one texture so takes up less space.

  • @coffeediction
    @coffeediction 10 місяців тому

    This helped a lot thanks Ryan. I was confused at first, but the key to understand this for me was to confine the thoughts to 0 - 1 space.
    Is there a way to make it work with 1 UV (1 Drawcall) for 2,3 or more positions controlled by custom primitive data individually?
    Since the uv islands all get isolated together, would a second set textures flipped or manipulated somehow otherwise, and then both texture sets combined for output work? Sort of mirrored UV as a second position?
    So far I only managed 00 to 99, with a texture layed out as a coordinate XY for UV, but this increases the texture size of having way too many numbers on a grid, its insane, not to speak of the shrinking quality of each decal ofc.
    Duplicating the setup and just make a new scalar for 2nd position, and then append or add, but this went sideways fast.
    I really dont like the idea of having an entire drawcall just for the one number being flexible, on items like lockers this can quckly push the drawcall count up even when using cpd and ism, with 100 lockers, thats +100 drawcalls at least. Im almost a week on this at this moment, any ideas are greatly appreciated!

  • @METAMETEOTRON
    @METAMETEOTRON Рік тому

    Thanks❤