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

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  • Опубліковано 26 січ 2025

КОМЕНТАРІ • 436

  • @milostivo
    @milostivo 23 дні тому +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 Рік тому +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 Рік тому +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 Рік тому +136

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

    • @turkym7md5
      @turkym7md5 Рік тому +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 Рік тому +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 Рік тому

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

  • @CuT7yFlaM
    @CuT7yFlaM Рік тому +344

    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  Рік тому +7

      Thanks dude. I'm glad you liked it.

    • @Giolopy
      @Giolopy Рік тому

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

    • @something4922
      @something4922 Рік тому

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

    • @pugg9952
      @pugg9952 Рік тому

      Perfectly said!

    • @veggiet2009
      @veggiet2009 Рік тому +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 Рік тому +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 місяців тому +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 місяців тому +2

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

    • @valorantbharath
      @valorantbharath 4 місяці тому +1

      yup

  • @Not_SatoruGojo
    @Not_SatoruGojo 8 місяців тому +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 місяців тому +5

    I just started learning UE5. Found this extremely helpful!

    • @alyasVictorio
      @alyasVictorio Місяць тому +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 Рік тому +32

    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 місяці тому

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

    • @satibel
      @satibel 3 місяці тому

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

  • @kit_horror
    @kit_horror Рік тому +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

  • @_streimi_
    @_streimi_ Рік тому

    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!

  • @seansopata5121
    @seansopata5121 Рік тому +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 Рік тому

      how do you pass it though a swizzle

    • @seansopata5121
      @seansopata5121 Рік тому +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 Рік тому

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

  • @rajmondkiss9696
    @rajmondkiss9696 Рік тому +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  Рік тому

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

    • @rajmondkiss9696
      @rajmondkiss9696 Рік тому

      ​@@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!

  • @prometheus_beard
    @prometheus_beard Рік тому

    Helpful dude, thanks and subbed 👍

  • @palvelusmusic
    @palvelusmusic Рік тому +1

    A tutorial that I didn't know I needed ❤

  • @peacefusion
    @peacefusion Рік тому +4

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

  • @rickfuzzy
    @rickfuzzy Рік тому +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 Рік тому +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.

  • @henrythejeditube
    @henrythejeditube 11 місяців тому +2

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

  • @gabrielvaz1261
    @gabrielvaz1261 Місяць тому

    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.

  • @Freeflier
    @Freeflier Рік тому +34

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

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +3

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

    • @FreeSpeechXtremist
      @FreeSpeechXtremist Рік тому

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

    • @dontarrrrrrrr
      @dontarrrrrrrr 5 місяців тому

      @@GameDevAcademy Привет из России )

  • @staticbuilds7613
    @staticbuilds7613 8 місяців тому

    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.

  • @kromenoi
    @kromenoi 4 місяці тому +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.

  • @MrMcgrizz
    @MrMcgrizz 11 місяців тому

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

  • @philharland9591
    @philharland9591 Рік тому

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

  • @stevenwells2536
    @stevenwells2536 8 місяців тому

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

  • @jazenism
    @jazenism Рік тому

    Great Tutorial Shane! Keep up the good work!

  • @no_alias_for_me
    @no_alias_for_me 11 місяців тому

    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!

  • @ShadeAKAhayate
    @ShadeAKAhayate Рік тому +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.

  • @Singularity-vp9xo
    @Singularity-vp9xo Рік тому +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!

  • @michaelpease2103
    @michaelpease2103 Рік тому +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.

  • @joshuadav10
    @joshuadav10 3 місяці тому

    you're a literal legend. Instant sub.

  • @Dref0r
    @Dref0r 8 місяців тому

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

  • @pipo3665
    @pipo3665 4 місяці тому

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

  • @temple1997_
    @temple1997_ Рік тому

    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  Рік тому +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 :)

  • @etienne-y2p
    @etienne-y2p 11 місяців тому

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

  • @Oziverse1610
    @Oziverse1610 9 місяців тому

    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 :)

  • @mr.tskywalker8321
    @mr.tskywalker8321 Рік тому +2

    might be a stupid question, but how do the normals work with these? if you modify the base color "pattern" of the grass but not the normal map , are they still compatible?

    • @Shwindythegr8
      @Shwindythegr8 Рік тому

      yeah im having this problem too - did you find a solution in the end?

  • @panfull
    @panfull Рік тому +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  Рік тому +2

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

    • @panfull
      @panfull Рік тому +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.

  • @prexen
    @prexen Рік тому +1

    This is pure gold. Ty

  • @mastermill79
    @mastermill79 Рік тому

    Genius, subbed! Keep em coming!

  • @Juno006
    @Juno006 Рік тому

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

  • @HoogyProduction
    @HoogyProduction Рік тому

    how do u make it so when u scale a cube with a texture, it doesnt stretch?

  • @UnrealPixelation22222
    @UnrealPixelation22222 2 місяці тому

    Crazy good. Thank you! 💯

  • @bhosterman
    @bhosterman Рік тому +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.

  • @itsBlurry01
    @itsBlurry01 11 днів тому +1

    How can I have a node for the tiling and for the texture size at the same time?

  • @ChickenGoogleSoup
    @ChickenGoogleSoup 10 місяців тому

    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

  • @Vkcomedyentertainment
    @Vkcomedyentertainment Рік тому +1

    I cant find macro texture the black and white one for using in texture samples plzz help

  • @MrMeen
    @MrMeen Рік тому

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

  • @ronioclarenzo6137
    @ronioclarenzo6137 Рік тому +1

    Excellent tutorial! Thanks a lot and keep them coming!

  • @perochialjoe
    @perochialjoe Рік тому +1

    This works extremely well. Thanks a lot for sharing!

  • @TriangoloScaleno.SCALENIUM
    @TriangoloScaleno.SCALENIUM 6 місяців тому

    Hi! I found your tips very useful, can you please tell me how you'd mix this kind of work into a landscape painting? If I create this how can I also paint and mix different textures into this kind of work? Thanks a lot for your help

  • @alekmoth
    @alekmoth Рік тому

    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  Рік тому

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

  • @offyourocker
    @offyourocker 6 місяців тому

    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.

  • @tranceemerson8325
    @tranceemerson8325 Місяць тому

    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.

  • @kepopo5666
    @kepopo5666 4 місяці тому

    Really useful and helpful tutorial

  • @cristiantosoni249
    @cristiantosoni249 Рік тому

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

  • @giovannimarini3730
    @giovannimarini3730 Рік тому

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

    • @GameDevAcademy
      @GameDevAcademy  Рік тому

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

  • @AlexanderO-j6k
    @AlexanderO-j6k Рік тому

    Great video, so useful!🎉

  • @A_Devastor
    @A_Devastor Рік тому

    Thanks for the great tutorial!👍

  • @jasonoy3142
    @jasonoy3142 2 місяці тому

    New to Unreal Engine, How do I open the window at 5:40 to enable MicroTint and MicroVariationTint?

  • @RainingPhoenixGames
    @RainingPhoenixGames Рік тому

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

  • @adamgoldsmith310
    @adamgoldsmith310 8 місяців тому

    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

  • @TheGrrson
    @TheGrrson Рік тому

    Just what I needed. Thanks!

  • @ambrosygerman
    @ambrosygerman Рік тому

    awesome tutorial. instantly liked and subscribed. thank you!

  • @BilluPlayzOfficial
    @BilluPlayzOfficial 2 місяці тому

    it Works Thanks Mate

  • @GES1985
    @GES1985 Рік тому +3

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

  • @BelfrostStudios
    @BelfrostStudios Рік тому

    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.

  • @khealer
    @khealer Рік тому +2

    Sometimes UA-cam recommends quality stuff!

    • @GameDevAcademy
      @GameDevAcademy  Рік тому

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

  • @metalvapes4660
    @metalvapes4660 Рік тому

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

  • @gamingarts5916
    @gamingarts5916 10 місяців тому

    Could you give a link to the texture you created for us to use?

  • @spart1qomber727
    @spart1qomber727 8 місяців тому

    Is it possible to add several of these textures and decorate with them?

  • @PurpleVidaar
    @PurpleVidaar Рік тому +1

    Couldn't you just lerp between near/far parameters fed to the variation section instead of duplicating it? Or would that have a different effect

  • @TheDesknight
    @TheDesknight Рік тому +1

    Perfect timming as i was exactly doing that 👍

  • @DrPeeper
    @DrPeeper Рік тому +2

    Man i like that you used Sonic 2 level start screen

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +1

      Best game ever 👍

    • @DrPeeper
      @DrPeeper Рік тому

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

  • @Orozco_PNW
    @Orozco_PNW 8 місяців тому

    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!

  • @Idk_bro12340
    @Idk_bro12340 Рік тому

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

    • @GameDevAcademy
      @GameDevAcademy  Рік тому

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

  • @jt-el8540
    @jt-el8540 Рік тому

    Still the best video online on this topic. 👍

  • @NostraDavid2
    @NostraDavid2 Рік тому

    What does this do to performance? What about old video cards? Do those support this?

  • @raphiey
    @raphiey 7 місяців тому

    It was a bit fast sometimes. how did you get to the material graph? in my case the connected settings looked different, even though i also used it from quixels. i dont know how to continue now

  • @bradleygoltz7633
    @bradleygoltz7633 Рік тому

    do you repeat this process for each material used in a material blend? For example, I wanted to paint grass, sand and rock onto my landscape and blend them.

  • @markst.5383
    @markst.5383 3 місяці тому

    So pretty easy and self explanatory.

  • @WKogut
    @WKogut Рік тому

    does it work for multi-layered landscape materials?

  • @MrLelopes
    @MrLelopes 11 місяців тому

    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.

  • @jonos138
    @jonos138 7 місяців тому

    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 6 місяців тому +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.

  • @revg9742
    @revg9742 Рік тому

    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!

  • @davidgreenberg8456
    @davidgreenberg8456 11 місяців тому

    Is there any way to make this more manageable when you have many materials? My landscape has 12 materials and I am wondering if I can avoid doing all of this individually for each material.

  • @imqqmi
    @imqqmi Рік тому +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  Рік тому +3

      Test it out and let me know!

    • @danolantern6030
      @danolantern6030 Рік тому +2

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

    • @satibel
      @satibel Рік тому

      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.

  • @nuc2726
    @nuc2726 5 місяців тому

    How might I be able to take this material and blend between another material just like it on landscapes? is that possible?

  • @rowerowynomada2158
    @rowerowynomada2158 4 місяці тому

    will the same work for brick texture?

  • @kenonerboy
    @kenonerboy Рік тому +2

    Bro just called me an absolute gangsta....

  • @tidje10
    @tidje10 Рік тому

    Love it ! Thanks !

  • @hearthunter8029
    @hearthunter8029 Рік тому

    Thanks man, good video.

  • @MozEclex
    @MozEclex Рік тому

    Fantastic video thanks for your help.

  • @tomhikon
    @tomhikon Рік тому

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

  • @JustAnotherFox
    @JustAnotherFox Місяць тому

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

  • @TheSoloDIYer
    @TheSoloDIYer 11 днів тому

    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.

  • @animationchronicles5444
    @animationchronicles5444 Рік тому

    NICE WORK bro saved me

  • @markecgazda3880
    @markecgazda3880 Рік тому

    can I do like this for many layers using as brushes? Could I for example just connect it to landscape layer blend? If not how can I have seamless multiple layers

  • @BigBowl9
    @BigBowl9 10 місяців тому

    This is great but does any of the steps change when setting up multiple textures here for a landscape? Nevermind! I took what I learned from prior tutorials and mixed in the instructions here!

  • @cyniktg
    @cyniktg Рік тому

    Great tutorial 👏

  • @zoso3103
    @zoso3103 11 місяців тому

    does this work with all textures from quixel bridge ? rocky also textures?