The Secret to Hide TEXTURE REPETITION in Unreal Engine 5: 4 PRO TIPS - UE5 Tutorial
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- Опубліковано 22 тра 2024
- Do your textures look all tiled and crappy? Do you want to hide the tiling in your textures? Then this is the video for you. In this quick tutorial video, I'll share 4 pro tips to hide the tiling repetition in your textures in Unreal Engine. I'll cover choosing the right texture for the job, micro variation, macro variation and also using a macro distance blend. By using all of these techniques together, you have professional looking materials in no time!
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MORE TUTORIALS FROM ME
• QUICK TRICK to Realist... QUICK TRICK to Realistically BLEND ASSETS with LANDSCAPE
• Amazing PHOTOREALISTIC... Amazing PHOTOREALISTIC Landscape Blend Material in Unreal Engine 5.1
• The Secret to make Unr... Making Unreal Engine 5.1 PHOTOREALISTIC in 10 mins
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VIDEO CHAPTERS
Introduction 00:00
Use seamless textures 00:32
Add micro variation 01:37
Add macro variation (noise) 04:15
Add macro Distance Blend 05:52
Conclusion 09:16
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.
Your "respect" should go to the developers writing the actual engine and renderer, not the monkeys dialing in parameters and connecting nodes. 😂
@@Dr.W.Krueger What a goofy comment. So the artist is nothing compared to the person who made the paintbrush?
@@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 !??!?!?!
@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
@@Dr.W.Krueger The respect goes to everyone working their ass off on their respective job fields. Now stfu
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.
Thanks dude. I'm glad you liked it.
So by saying it’s better then free or payed, do you think it’s that Apple GET price???
@@TheRealTroll420 specifically the GET selection of pre-2014.
Perfectly said!
Plus I feel it's understandable enough that I could take this method and apply to a different node system, like blender
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.
Fantastic! I initially thought that it wouldn't impress me, but modifying the texture depending on the distance of the camera is truly remarkable. What a brilliant concept!
I can't take credit for the concept but I agree is it very cool!
almost 30 year old concept...in shaders for offline rendering at least.
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.
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.
Oh, so you see it too? I'm glad I'm not insane.
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.
This is such a well made, insightful, clear, and replicable tutorial! Thank you!
I just started learning UE5. Found this extremely helpful!
Great walkthrough, and such a clean design for solving this problem. Can't thank you enough for this.
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 :)
This is great man, all the tiling features you would need. Cheers!
Excellent tutorial! Thanks a lot and keep them coming!
This works extremely well. Thanks a lot for sharing!
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
Really interesting seeing people using this for real time applications. We figured out most if this for offline rendering roughly 30 years ago. :)
Thaks so much, removing titling especially on vast terrains and ladscapes was always a big issue
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.
Very useful tutorial. Thanks a lot mate. The best!
finally someone explaining complex procedures fast and clear and in depth! thanks a lot
You're welcome. I'm glad I could help.
straight to the point
quick and easy to understand
Amazing :o
That's so great for beginners! Thanks a lot 🥰
This is pure gold. Ty
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!
A tutorial that I didn't know I needed ❤
Genius, subbed! Keep em coming!
Fantastic Tutorial!
This is really helpful. It's pretty long, but the blueprint will save a lot of non seamless textures.
Just what I needed. Thanks!
Very clear and informative tutorial! I will definitely try this out. Thanks :)
Hope it works out well for you!
Nice tutorial, it always bugs when you can see the tile lines, this technique is straight forward and looks great. Very clear presentation, thanks.
Thank you!
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.
I didn't know about the micro/macro. Really cool thank you 👍
You're welcome
Thank you very much!
Fantastic video thanks for your help.
Helpful dude, thanks and subbed 👍
This came out just when I needed it! Thanks for a great tutorial :)
You're welcome dude. I'm glad this video was able to help you out at the right time!
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!
Great video, so useful!🎉
Great Tutorial Shane! Keep up the good work!
Hey! I know you!
😄👍@@GameDevAcademy
awesome tutorial. instantly liked and subscribed. thank you!
Thanks dude. I appreciate the sub.
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.
how do you pass it though a swizzle
@@gameboyskully6638 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
What did you do with the original Micro tin and variation tint? Is that what you replaced with a swizzle?
You're the champion!
This is just what I needed. Thank you!
You are very welcome my dude!
Love it ! Thanks !
Great tutorial 👏
Thank you! Useful tutor!!!!
Thanks man ❤
Thanks a lot! I was really scratching my head to how to solve the tiling issue. Great tutorial!
You're welcome :)
I really wanna thank you from the bottom of my heart for this
You're welcome dude. I'm glad you found it useful.
Thanks alot for a good and easy tutorial :D
Thank you! Very very usefull!
super simple love it. I also use a random rotation to slightly offset my tiles to break them up ontop of all of this :)
Doesn't that ruin the seamless effect of seamless textures?
@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.
Thanks man, good video.
very useful!
Amazing stuff
Finally, I can have a landscape that doesn't look like I crocheted it together! ;o) Thankyou!
GENIUS!!!! THANK YOU VERY MUCH !!!
NICE WORK bro saved me
Still the best video online on this topic. 👍
Interesting and well explained. Don't use UE myself, but the princiople can be adapted to what I do use. Thanks.
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!
I don't uderstand anything about why we have to use the specific mathematic operations, but that really saved me!
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!
That's what, we do here at Game Dev Academy! I hope you'll check out more of my videos
@@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!
hey man, thanks a lot for this tutorial. this helped me for my exam project
I'm really glad I could help you out. Hope you do/did well in the exam :)
thankyou so much
Very Help my landscapa, Thanks ❤
You're so welcome 👍
Perfect timming as i was exactly doing that 👍
I know
I've been watching you...
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
Cool toturial. Thank You.
You're welcome
Brilliant!
Thanks Jesse
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!
Wow! I must've done something right!
Very interesting!
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!
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!
this is awesome! liked and subbed! :)
Thanks dude
Nice Job.
thats what I need.
Glad I could help
Hey Shane!! Amazing explanation my friend 👏👏👏
Just one question if I may, can I use this method to props or modules for houses, roads and such?
Thank you, have a great week 😉
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.
Awesome video.
Thanks :)
Awesome comment!
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.
Exactly
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.
Excellent video. Super concise and to the point. Thank you for sharing your knowledge
Thanks dude. I appreciate the kind comment.
Thx
great video, could you make video to blend normal maps aswell in this material?
Wow! Great tutorial. I will be using that code right away and your explanation makes it clear what is going on, so I think I will be able to adapt it easily.
Thank you
I don't even do game development but this is pretty cool to learn about
Thanks dude with Steven Wilson's voice, very nice.
Who is Steven Wilson?
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
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.
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
UE5 is tons of fun. You should definitely check it out
This is by far the best tutorial for macro variation, thank you!
Nice work man, incredibly informative
I'm glad you like it :)
Thanks for watching
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.
brb, gonna recreate this in unity. thanks so much
this worked perfect and was fast. could make a complaint if I tried!
Super 😍
Thanks for your job!
I have seen a tech where tiles have 4 sides that stick together in all variations, and the tiles just rotate randomly before falling into position. I would like to see this technique in the video and compare the results
and I didn’t like the last technique with different textures for different distances, you can see how the material changes with decreasing distance
I spanked the thumbs up and absolutely folded the red button...awesome tutorial.
😂😂😂
Hello, thanks for this cool tutorial ! Do we need the same thing for Normal and ORD ? Is it possible to create functions to simplify the graph? Best :)
Great tutorial sir! I have a question. Is this technique works with virtual textures too ? Cuz I have followed you video I have done everything but I have a problem with far and near distance. If I make the values as you have done in you video, for far distance are looking good but for near my textures are blurr. If I gonna modify the values and make it look better from near, I can see the textures repetition in far distance. I have played around with the options that I have but still nothing. Any suggestion to fix that problem ? Thank you soo much