ADVANCED VORONOI fixes problems you didn't know about (UE4, valid for UE5)

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  • Опубліковано 23 січ 2025

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  • @charlyros
    @charlyros 2 роки тому +7

    You deserve so many more subscribers, this is perfect for what I need on a landscape test, and I appreciate the explanations of the maths - even if it mostly goes over my head! and the theory behind it. Thanks so much!

  • @rinamercury5666
    @rinamercury5666 2 роки тому +4

    As always, a very cool and useful tutorial! Thanks a lot!

  • @H0w3r
    @H0w3r 2 роки тому +2

    this looks so neet. Would love to have this in substance designer as well to use for alien spore-like materials.

  • @SLPCaires
    @SLPCaires Рік тому

    This is very cool. Thanks for sharing!

  • @riptor4532
    @riptor4532 Рік тому +1

    @VisualTechArt Really wish there was an example project or tutorial somewhere on how to use this with custom colors for each voronoi cell. That and how to break up the edges of each cell with something like a perlin noise, ultimately making a nice map biome template.

  • @chrisilva3d
    @chrisilva3d 2 роки тому

    That's super useful! Thanks for that. 🙂

  • @Peppyssj
    @Peppyssj 5 місяців тому +2

    I can't seem to implement the "animation" on this. any tips?

    • @VisualTechArt
      @VisualTechArt  5 місяців тому +1

      Try rotating the vectors that offset the cell center ;)

  • @Retrocaus
    @Retrocaus 2 роки тому +2

    I would love to see this on an actual mesh gonna try it

  • @0rdyin
    @0rdyin Рік тому

    What about performance implications when compared to the standard noise function inside UE..

    • @VisualTechArt
      @VisualTechArt  Рік тому +1

      This does more stuff, so of course it's more expensive :)

  • @Jbbriant-Ardaria
    @Jbbriant-Ardaria 8 місяців тому

    Is there anyway to make that function cheaper and still getting the borders mask ?

  • @TheMalarz1989
    @TheMalarz1989 Рік тому +1

    Do you think you can use it with PCG? Generate biomes based on it?

    • @VisualTechArt
      @VisualTechArt  Рік тому +1

      Why not :)

    • @TheMalarz1989
      @TheMalarz1989 Рік тому

      @@VisualTechArt Do you know how? :P PCG is a mess and there are no good sources of knowledge so far.

    • @VisualTechArt
      @VisualTechArt  Рік тому

      I can just guess, but probably you want to render the voronoi to a Render target and then sample it in your PCG code :D

  • @FarbodTabaei-r7p
    @FarbodTabaei-r7p Рік тому

    Great Video!!! Could you also make a video for creating a planar Delaunay Triangulation?

    • @VisualTechArt
      @VisualTechArt  Рік тому

      I think you're not the first one asking that xD to be honest I'm not very familiar with the topic but seems something interesting, maybe I'll study it myself at some point and will make a video after ahaha

    • @FarbodTabaei-r7p
      @FarbodTabaei-r7p Рік тому

      ​@@VisualTechArt Yeah, there are a couple of different algorithms for generating Delaunay Triangulation. The math is easy to understand but for me it is very hard to make them using UE node graph! To create a fake Delaunay Triangulation using the shader that you made, I tried to convert those gradient triangles in each Voronoi cell to a flat color triangle but I failed. My knowledge is very limited though.

  • @jackryan8588
    @jackryan8588 2 роки тому

    There's some shear when I implement this technique using the world position. Would I need to use something like triplanar mapping to get to use this on a procedural material, or is there some more cost effective method I am unaware about?

    • @VisualTechArt
      @VisualTechArt  2 роки тому

      Yes with triplanar mapping you get seams where you jump from one plane to another, the exact solution would be to implement a 3D version of this Voronoi (checking 26 neighbours instead of 8, using a 3D grid).
      Not impossible, but definitely a challenge given the amount of nodes you should have to handle!

    • @jackryan8588
      @jackryan8588 2 роки тому

      @@VisualTechArt Thank you!

  • @cosmotect
    @cosmotect 2 роки тому +2

    Can you recommend math topics to study to understand this? I understand almost everything you do, but I would have never come up with this myself. Also, I am not sure which property do I need to drive to animate their movement, could you help out with that?

    • @VisualTechArt
      @VisualTechArt  2 роки тому +2

      All the math I use here is high school math (basic vector knowledge, solving systems of equations, etc) I would recommend refreshing it, because it's exactly what I did :)
      Connecting the dots between the school book and the video game graphics comes only with experience (or by watching my videos xD)

    • @cosmotect
      @cosmotect 2 роки тому

      @@VisualTechArt Hahah thanks man! Love your videos. I have been relearning math for couple weeks now!

    • @molle5
      @molle5 2 роки тому +1

      I would recommend going through 3Blue1Browns series called "Essence of linear algebra" He teaches you how to get an intuition of the field rather than just knowing what the concepts are, which to my suprise was way easier than what i did in high school. Hope it can help :)

    • @cosmotect
      @cosmotect 2 роки тому

      @@molle5 thanks!

  • @IbtesamSadiq
    @IbtesamSadiq 4 місяці тому

    Is this more expensive than texture sample?

    • @VisualTechArt
      @VisualTechArt  4 місяці тому +1

      It depends on the size of the Texture and what else the shader is doing :)

  • @mazfrans9568
    @mazfrans9568 2 роки тому

    May I know what can we do by implement this to our scene ?

    • @VisualTechArt
      @VisualTechArt  2 роки тому +3

      Creativity is the limit I'd say :) Semi procedural material reactive to dynamic weather condition, non tiling patterns if you have huge surfaces, showing off in your portfolio to get hired... What do you think? :D To be honest for me started as a pure exercise and I developed it as I went.
      Consider that the fact that I did it in UE doesn't mean that works only there, math is universal, so may not be the most useful thing here, but having this knowledge might open cool opportunities elsewhere.
      Plus, there are all the little bits that compose this voronoi that can be extrapolated and can work in an endless amount of other contexts, is your job to connect the dots :)

    • @rinamercury5666
      @rinamercury5666 2 роки тому

      For example, random generation of selectable regions on the map in my case.

    • @wpwscience4027
      @wpwscience4027 Рік тому

      Or for where to have my raindrop ripples come from in my case.

    • @essuthecat
      @essuthecat Рік тому

      in my case it was stylized anime sea foam

  • @TorMatthews
    @TorMatthews 2 роки тому

    I tried to implement similar a few months before this went up, but using a manhattan distrance metric... and it failed horribly. Any tips? I had it working for ordinary voronoi. The math stops working on other metrics... argh...

    • @VisualTechArt
      @VisualTechArt  2 роки тому

      Ah! I was planning to try different distance functions with the voronoi, but didn't yet...
      I have no idea what would happen with this approach but with the "classic" voronoi should work

  • @plasid2
    @plasid2 2 роки тому +1

    Maybe next video showing how make flow lava based highmap mountain, I am too stupid to figure out this, or how bend(distortion) flowmap UV texture

    • @VisualTechArt
      @VisualTechArt  2 роки тому +1

      Flow maps are actually a good topic to discuss that I didn't think about! I'll add it to the list, thanks!

  • @sofialiguori4868
    @sofialiguori4868 2 роки тому

    Where is my Psycho Voronoi Giraffe 😡 i'd like the material to be applied to the giraffe with Psycho colors and Psycho music 😁 beautiful video btw, even without it :(