How to use MACRO VARIATION and prevent TEXTURE TILING | UE
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- Опубліковано 15 чер 2024
- Hey guys,
In this tutorial I will show you how to use Macro Variation in Unreal Engine for preventing texture repetition/tiling. This technique is very useful for creating landscape materials!
Macro Variation Texture: www.mediafire.com/view/uri8e3p...
Unreal Engine: www.unrealengine.com
Patreon: / unrealmatter
Thanks for watching! - Фільми й анімація
Shoutout to this fella who isn't making us waste our times. Well done mate. Keep pushing with your tutorials.
Thank you, I very appreciate your comment! :)
Probably the best video on youtube explaining this. Other videos are 15 minutes long, over-complicated AF and fail at achieving what you did here. Subbed and liked! Thanks.
You're welcome! I'm very happy it that helped you :)
Thanks again man! @@UnrealMatter
Dude amazing video. Quick and to the point. I have been looking for a solution forever and everyone makes it so complicated. Thank you so much for this!
Nice to hear that my friend!! Thank you for the comment, that makes me really happy
Really good video man. You explained every step. Just so you know, I watched several videos before this one to fix my landscape and this is the only one that fixed the issue for me.
Thank you so much!
It was perfect, everything down to the last minute details
Subscribed
Thank you for the feedback!
Simple, short and to the point. Thanks, young man! May you reach great heights in your endeavors!
Thank you for commenting! :)
This is a REALLY solid video. I watched a few others, but they were far too all over the place. Good job, man and thanks!
Thank you for your comment! I really appreciate the feedback :)
You just brightened my day. Thank You!
You're welcome!!
Wow, very helpful, very concise and to the point. Thank you for the helpful lesson.
Thanks! You're welcome
This will be very useful for me, as I have one texture that has minimum tiling on it. Thanks!
Thanks for the feedback :D
men you’re a awesome teacher well done mate ❤️
Thank you :)
To make applying this to many surfaces easier, you can hook this up to the default material for megascans surfaces. If you change the default color to white (so it is invisible) and make it a parameter, you can then change the color to black/gray within the material instance that is imported from quixel. Since it's invisible by default, it will only show up on the ones you want it to by doing that. Thank you so much man. I love how quick and simple you explain things.
Thank you so much for the comment and advice! And also for your feedback on the videos.
How can I do this? As I look into the megascan default material, I see nothing like the Grass Macro column showcased in the video to hook up.
Hey man, just to say thanks, just implemented this in my game and works flawlessly.
Very nice to hear! Thank you for watching :)
awesome sir very easy way to teach
Great tut! Works perfect.
Thank you :)
Straight to The point. Thank You!
You're welcome! Thank you for commenting :)
very helpful lesson you make my day
Thank you so much!! :)
Thank you, this has really helped.
Good to hear! Appreciate it :D
Very Useful Content bro. Keep Going. I hope will see a lot of tutorials on this Channel.
Thank you so much!!
Viiiielen Dank Dude, danach habe ich gesucht!
Bitte!!
Great and straight forward! Thank you so much!
You're welcome! Thank you so much for your comment
@@UnrealMatter I am currently working hard on a distant variation, which works well ,but as ayou know not every technique is good for every case. So I decided to add a kind of macro variation technique to it, and it works perfect.
@@adethecoda8150 Nice to hear, keep it up
Thnx buddy, very useful video again!
Thank you for watching :D
Looks great thank you for sharing
You're welcome
LIFE SAVER! Thanks so much!
No problem! Subscribe for more helpful vids if you haven't already :D
Thank you this is very helpful 👍
Thank you for the comment :D Appreciate it
Great video. Thanks for the info
You're welcome :D
Very good tutorial simple easy to follow, u should do more
Thank you very much!!
Legit. Thanks for the knowledge :)
You're welcome
dont stop making tutorials i wanna learn thx bro ;p
:D
You may have saved my sanity. Thank you!
You're welcome buddy
Great tutorial!
Thank you my friend
you helped me so much! thamkyou man
Very nice to hear :D I appreciate it
i just wanna let you know that this video helped me a tone especially leaving the macro variation download in the description, God bless you and Jesus Christ Loves you my friend, keep up the amazing content!
Thank you for the comment! You're welcome my friend.
Perfect my dear.. great tutorial
Thank you so much
Top notch video bud 👍
Thank you so much!
No problem my dude.. I'm from Colorado and you made this super easy to understand bud. Better than most I've personally seen in merely five minutes. Keep it up bro.
Thank you very much
You're welcome :)
thank you very much for this
You're welcome :D
Good Stuff Bro
Thank you!
Very usefull thank you
Nice that you like it ;D
Great, straightforward demo! Thank you! I have two questions:
Did you get the values by experimentation? Also, if I want to make my material world-aligned, do all the texture samples have to be converted to texture objects or just the final main texture sample and the normal map? Thanks again!
Hey, thank you for your comment. The values are random. You can use something like 0.6, 0.2 and 0.002 if you like. Just make sure you have a high, a middle and a very low value for both macro and micro variation. I don't work with world-aligned textures but I suppose it should work if you put one WorldAlignment node behind the last multiply, because the textures get combined either way.
@@UnrealMatter
Thanks so much for the information! I’ll try this with tri-planar textures and let you know how it goes!
Nice Tutorial
Thanks!
Think you so much For tutorial
Thank you for your comment! :D
Can you do a tutorial for the Megascan's surface cuz mine is tiling.
Of course I can :D
thanks bro.. it helped me a lot but texture repetition is still there in large scale landscapes although there is macro variations.
Hey, thank you for your comment! In big landscapes it is hard. To hide it more you can manually paint over it with other grass textures or if you have mountains you can do height based textures too. I also made a tutorial on this topic how you can make a landscape material.
Idk what exactly to say so thank you so much!
You're welcome buddy
@@UnrealMatter 😆
Thank you so much!
You're welcome!!
SO SO SO SO SO Thanks you !
You're welcome :)
how can i change the texture scale? my texture is way to big for my scene
With a texture coordinate node that you plug into the UV of your textures
This is amazing, thanks for sharing! Do you know if it would be possible to apply a displacement map with the macro variation on?
You're welcome! Technically you could do it but I don't know if it looks good on strong displacement. Just try it. You can also do this workflow with the normal and all the other maps and do what fits you the best :)
@@UnrealMatter Will try it, thank you so much! I am just a beginner and your tutorial helped a lot :D
@@joanafrc Nice to hear my friend
Excellent
Thanks!!
Much appreciated
Thank you for your comment :)
Thank you, sir
Thanks for watching!! :D
Would it be useful if the texture itself contained certain objects, such as stones? Quixel assets have many textures that contain stones in the grass.
This method in Unreal works with every texture so you can pick a texture with or without stones :D
you are amazing.. i love you
Thank you!!
Thanks UM!
You're welcome
Nice Thanks !!!!!
You're welcome :)
Thanks Bro
You're welcome
thanks bro
Thank you for watching! :D
ur my hero
Thank you so much! Nice to hear this
Thanks a lot. Thanks to you, it's successful. But can you help me with one more thing? The texture size is too big for the object. Can we reduce the size while maintaining this [MACRO VARIATION]?
Hey, thank you for commenting! You can change the scale of your texture by plugging a TextureCoordinate node into your UV input of the texture and then changing the x and y tiling :)
where did you get that ''macro variation'' textures for texture sample?? i don't undersand..
It is in the UE Starter Pack but you can get it from the description :)
impressive
Thank you!!
Thank you
Thank you for watching!!
amazing video, but how do i add extra textures to paint on please? many thanks.
Watch my tutorial on how to create a landscape material :)
Thanks
Thank you for watching :D
Thanks a lot! Great Tutorial! I was looking for a solution because my quixel megascan asphalt texture was tiling very badly. I hoped this would solve the problem, but it doesn't quite. It looks slightly better than before, but the tiling is still very visible.
I know Asphalt is probably the worst to tile, but how would you approach this? Is there anything additional that I have to do or any parameters I can play around with to adjust things. For example I think the Texture is tiling too small. I couldn't quite figure out how to now change the overall tiling size.
But maybe you have other things I can try.
And sorry, I'm very new to UE, maybe I'm missing something obvious here..
Thank you for your help and the video!
Hey, thanks a lot for the comment! I would adjust the size with a Texture Coordinate Node. From there you can adjust the UV tiling. I woule place some foliage around the road and manhole covers or cracks on the road with decals to cover the tiling a bit. Try it and tell me if it helps or not :D
@@UnrealMatter thank you for the fast reply🙏
Where would you now add a texture coordinate node in this existing system to adjust the size? Before I tried changing the values of those 3 original texture coordinates. But didn’t really do what I expected(there’s probably a good mathematical reason for it).
Yes right, just breaking the pattern with other visual information in combination with the best sizing for the viewing distance should probably do it.
@@JoshSher_ you need to plug them into the uvs of your toad texture. The other ones are for the macro variation
@@UnrealMatter of course🤦♂️ thank you for your patience! You’re gold🙏
Have a great weekend!
@@JoshSher_ You're welcome my friend. I like to help people
Thanks so much for this tutorial! but how do I took out the shine from the material? I'm using UE5.0 but that shortcut u mentioned didn't work for me
Just grab a scalar parameter and set the value to 0. Then you can even change it later easily if you want.
@@UnrealMatter thanks so much! it works now, very clear tutorial ^_^
@@centurygothicc2400 You're welcome my friend. Thanks for the comment :)
Hello, thank you for the video. How can I create macro textures for each texture myself? Thanks again.
Thank you for the comment! If you mean the gray textures I used, you can basically put any seamless dirt texture in grayscale and use that as a macro variation texture.
thank you for answer@@UnrealMatter
You are great
Thank you so much!!
Thanks a lot, really simple to understand !!!!!!
Thank you for watching!!
Way Cool!
Thank you
thankyou
You're welcome
it is very useful for begginers😀
Thank you!!
Good
How do you load textures that are bigger than 16K ? UE4 seems to have an artificial limit that is stuck at 16,384.
There are 3 options. You can use Virtual Textures. Or follow through to your Engine install directory and look at the specified INI file (BaseDeviceProfiles.ini) at roughly line 126, it mentions the MaxLODSize of 16k. You can make a Project specific extension of the DeviceProfiles INI and ammend to support the texture size you want. Or you can split up your texture and use multiply materials on one object.
@@UnrealMatter Thanks. I tried by changing the MaxLODSize in the ini file but it still gives error. I will have to try with Virtual Textures or with splits.
Hey does anyone know why while painting some Parts of the landscape turned into the default texture? i tried waiting, i tried reststarting. If i paint onto it nothing happens but the other parts are normal.
Use weight based blending :)
@@UnrealMatter I have several biomes so i need to paint it manually.
Also i painted it all with grass first and if i try to paint some thing else on top of that it is like that.
@@DenisZaharenko Thats no problem. But weight based paint works normally fine. You can search for this error on the internet. I had something like this one time
Bro can you make a video to explain how to make the textures not stretch ? Like I apply my texture to a mesh and then when I scale the mesh it stretch the textures
Could try to make one, yes
I have to figure it out myself first ;)
Okay so it seems like you can't do that in Unreal Engine. But what you can do is scale the texture with a texture coordinate node to it's right size
How would you do this with multiple textures
You can grab a LERP node and plug a texture into the A input and a texture into the B input. Then plug a noise texture into the Alpha input and then you can combine this texture with the technique from the tutorial
Do we need the same treatment for normals or just plug that directly like you did?
If you connect it to the normals it will look better
@@UnrealMatter Where can I show you the result?
@@rohitdosti If you have an instagram page you make a new post or share it in your story and tag me (unrealmatter_) or you can upload a photo on twitter and tag me (unrealmatter)
Hello! I am so confused. This isn't doing anything for me. Its just putting some noise like texture behind my actual texture. It is also just tiling as usual and not adding any variation. Can anyone help please?
Hello! Yes, this is what it should do. Try deleting the normal and/or displacement map of your material if you have one. This should help. Also you can apply the same technique on other maps like specular, roughness and so on. Also what helps is getting another grass material and mixing these two to get even more variation. Hope this helps!
@@UnrealMatter hey! Thanks for replying so quickly. Oh i see. I had a different thought of how this actually works. My textures are hand painted and quite sharp so this effect wont work for me. Thanks anyway :)
my guess this is pretty much the ''same'' as texture variation node but less costy right?
Yeah and I made the video for people who want to replicate it in other materials than metal and for better understanding :D
Any tips for megascans surfaces? Doesn't seem to work or i'm doing something wrong 😬
On very uneven surfaces like displaced rocks it doesn't work that good but try to do the same workflow from the albedo with the normal maps
@@UnrealMatter I’ll give it a try! Thanks! Awesome tutorials by the way.
@@scoutenduro5730 thank you! :)
how can i tile up a texture with this tiling nodes?
You can change the tiling with a texture coordinate node that you plug into the UV's of your texture
@@UnrealMatter yes I do it but when I do it the macro textures are not working
@@SurvivalRino play around increasing the size of your own textures and the strength and the size of the macro textures
Suggestion: Combine this tutorial with the function " Texture Variation" inside the Materiak Graph, and it will looks even better.
Okay, thank you. I will look for it. Never have seen that function
it does add texture variation but on big large meshes like buildings, you can still see tiled variation if you know what I mean. macro variation just eliminates that repetition. but combining them both together is a great idea
@@slayth6332 yeah, you're right
Would this material work for a landscape?
Yeah this is the purpose of the video :)
@@UnrealMatter because when I tried it seemed like on a "wide" level it created a perfect random pattern, whereas on a upclose level the tiling was still present. [I'd like to put a link to the image, but I can't add them through automod]
@@Melwasul94 I know what you mean, try to do the same thing to the normal maps or delete the normal maps. Also you can watch my video on a landscape material. Maybe it will help you to get a better result
Why isn’t robot ai in charge of things like texture tiling.
I don't know. It would be a really nice feauture to add actually. Maybe someday there will be just one node to do this
this has worked for me for higher res textures, but dont try it on low res stuff lol
Everyone liked this
How to create or download macro variation texture .
It is in the standard pack from Unreal Engine but you can maybe download them online too
Or you can greyscale a seamless texture and use it
Thanks
2:16 i doesn't show up for me :'(
Then you don't have the standard files. You can get it in the description
you kinda look like young Matt Damon ngl
xD
Unfortunately does not work for me, followed you step by step as well.
Nvm I got it lmao
@@Crouton_6 haha nice