Heightmaps | Advanced PBR Explained in Unreal Engine |
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- Опубліковано 2 сер 2024
- In this video we will learn advanced Physically Based Rendering concepts necessary for getting proper results when using PBR in Unreal Engine. We will cover heightmaps, which are used to get extra detail in our meshes but without the extra geometry and the associated performance cost. We will see how to use Bump Offset, Parallax Occlusion Mapping and Displacement (World Position Offset) in Unreal Engine.
00:00 Intro
00:24 Heightmaps
01:55 Parallax Mapping
07:05 Parallax Occlusion Mapping + PDO
12:24 Displacement
19:48 Outro
This video is part of my Unreal Engine PBR PLAYLIST:
• Physically Based Rende...
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The model used in this work is Rusty Barrel by mxtc licensed under CC BY 4.0.
how to scale / tile the texture itself... because I cant use texture coordiante, uv node is being used by paralax occlusion mapping.
You can use the UVs (V2) pin, in the same way that you would use the UVs input in the texture samplers:
dev.epicgames.com/community/snippets/MEA/unreal-engine-tiling-parallax-occlusion-mapping
There is a caveat, as is, you cannot use rotation in the UVs. You need to modify the POM function for it to account for UV rotation, I may make a video if enough people are interested.
This was such an informative tutorial. I will certainly be trying out some of these techniques in my workflow for sure! 😃
Really glad that you like the tutorial, it makes my day when I get comments like this. Thanks for the comment! 😁
Aww your welcome!@@UnrealGems
Superb tutorial - beautifully explained. Well done!
Thanks for the comment! Really glad that the tutorial was useful! 😁
great tutorial 👍 keep it up.
Thanks a lot!