Lifesaver - especially when you get your models from architectural program like archicad or revit - usually there is a lot of stretched UVs around the curves. Thanks for putting in your time into thje tutorial man!
Just a small addition: you need to add 3 "channel mask parameter" nodes after ORD triplanar in order to split texture, not to directly connect ORD into roughness. Other than that, big thanks for great tutorial
Tanks for the tutorial. I hope future workflow in UE5 is gonna be a lot faster and easier than this. Setting up triplanar Shader in comparable Systems like Redshift and Arnold is way more convenient and takes less than a minute
Totally agree with you on basic material setups and functionality - when I'm working in Redshift everything feels soooo much easier for things like this so I definitely hope Epic make some quality of life updates with these nodes when Substrate becomes more stable and the front runner of materials in UE.
Thank you! Currently because it's based on world coordinates you'd probably need to add a constant value to one of the vectors...but I'm not completely sure on how to do it so I'll try give it a go and let you know! In the mean time this is also a great tutorial on how to make sure your triplanar mapping is local to your object: th-cam.com/video/k943mnpYHuM/w-d-xo.htmlsi=5MxGIkNeSRip02A2
I use the technique that renderBucket shows in this video: th-cam.com/video/Yh79GlCT644/w-d-xo.html But tbh I find it sometimes messes up the smoothness of the triplanar tiling transition so I don't use the feature all the time, or I'll just add a toggle to turn it on or off.
Thanks for the video, @ali.3d - New to UE custom materials (and UE in general, really) Once you’ve gone through this process, you don’t need to keep doing it for each Megascans material? Maybe I’m confused as to whether you’re making a matierla or a material function specifically for Megascans materials?
Ah, watched it again…You’re making a Master Material that uses the TriPlanar Function, and then doing the usual Material Instancing from that master and just swapping out the textures from other Megascans mats you’ve downloaded, correct?
Why after 11:35 your material output changes? What? How? Where? Any explanation? Your displacement tutorial do not explain that...I do not have that big brown node!
On the details panel of the material output panel, click the “use material attributes” checkbox. Plug a “break materials attributes” node to it and you’ll good to go
@@jose9758 Thank you for this! Sorry @Alt_Ego, totally missed this detail as it was already on by default for me. Will make sure to include this in future material tutorials.
This three plane material function has updated the fixed texture. It cannot directly replace the fixed material texture. What should be done to fix the material texture...
@@ali.3d This three plane material function has been updated, and the texture can be fixed on the object. How to link nodes? The original method seems to be ineffective...
@@ali.3d This three plane material function has been updated, and the texture can be fixed on the object. How to link nodes? The original method seems to be ineffective...
@@yonghengshouhu Okay damn that sucks. Try this tutorial: th-cam.com/video/k943mnpYHuM/w-d-xo.htmlsi=jLQiPLmB9hhlqj5r It's really good and my new way of doing triplanar materials in Unreal. He explains it really well and I even shared it in my recent newsletter.
Hmmm weird...if it's not working for you, try out this tutorial: th-cam.com/video/k943mnpYHuM/w-d-xo.htmlsi=5MxGIkNeSRip02A2 He explains it really well and it's also how I apply local triplanar mapping to my materials now.
this is by far the best youtube channel for designers and motion artists on unreal
Damn thank you so much 🥹🙏🏽
Lifesaver - especially when you get your models from architectural program like archicad or revit - usually there is a lot of stretched UVs around the curves. Thanks for putting in your time into thje tutorial man!
Just a small addition: you need to add 3 "channel mask parameter" nodes after ORD triplanar in order to split texture, not to directly connect ORD into roughness. Other than that, big thanks for great tutorial
you are the king! thx a lot
If you are going to be packing height for displacement, use the RHA format... green is 16b... if you are using cinematics pack it in a 32bexr
Good to know, any idea why Quixel maps don't come in as RHA format by default?
ur videos are super informative and aweeesome. Thx
Tanks for the tutorial. I hope future workflow in UE5 is gonna be a lot faster and easier than this. Setting up triplanar Shader in comparable Systems like Redshift and Arnold is way more convenient and takes less than a minute
rendering it doesn't take less than a minute though lol
Totally agree with you on basic material setups and functionality - when I'm working in Redshift everything feels soooo much easier for things like this so I definitely hope Epic make some quality of life updates with these nodes when Substrate becomes more stable and the front runner of materials in UE.
Awesome tutorial! Can you explain how to adjust the rotation of the texture? can’t seem to find this
Thank you! Currently because it's based on world coordinates you'd probably need to add a constant value to one of the vectors...but I'm not completely sure on how to do it so I'll try give it a go and let you know! In the mean time this is also a great tutorial on how to make sure your triplanar mapping is local to your object: th-cam.com/video/k943mnpYHuM/w-d-xo.htmlsi=5MxGIkNeSRip02A2
Another gem, thank you so much
Rotation doens't work for me when using this. How can i implement it?
Great tutorial btw. Subscribed! Keep it up!
I use the technique that renderBucket shows in this video:
th-cam.com/video/Yh79GlCT644/w-d-xo.html
But tbh I find it sometimes messes up the smoothness of the triplanar tiling transition so I don't use the feature all the time, or I'll just add a toggle to turn it on or off.
Thanks for the video, @ali.3d - New to UE custom materials (and UE in general, really) Once you’ve gone through this process, you don’t need to keep doing it for each Megascans material? Maybe I’m confused as to whether you’re making a matierla or a material function specifically for Megascans materials?
Ah, watched it again…You’re making a Master Material that uses the TriPlanar Function, and then doing the usual Material Instancing from that master and just swapping out the textures from other Megascans mats you’ve downloaded, correct?
@@karmafilm yep exactly!
Why after 11:35 your material output changes? What? How? Where? Any explanation? Your displacement tutorial do not explain that...I do not have that big brown node!
On the details panel of the material output panel, click the “use material attributes” checkbox. Plug a “break materials attributes” node to it and you’ll good to go
@@jose9758 Thank you for this! Sorry @Alt_Ego, totally missed this detail as it was already on by default for me. Will make sure to include this in future material tutorials.
@@ali.3d Cant find the displacement link when i create the material attributes
@@GYULYIA-g9q did u find a way to find displacement link i am also stuck.
I like your videos. Thanks!
Hello
I didn't recognize where the file you get information to copy it and past at the Material Function | please you lead me where I found it?
There should be a text file included in the download. If not you can just copy the .uasset file into your own project!
This three plane material function has updated the fixed texture. It cannot directly replace the fixed material texture. What should be done to fix the material texture...
Sorry not really sure what you mean? Do you have a screenshot of where you're running into errors?
@@ali.3d This three plane material function has been updated, and the texture can be fixed on the object. How to link nodes? The original method seems to be ineffective...
@@ali.3d This three plane material function has been updated, and the texture can be fixed on the object. How to link nodes? The original method seems to be ineffective...
@@yonghengshouhu Okay damn that sucks. Try this tutorial: th-cam.com/video/k943mnpYHuM/w-d-xo.htmlsi=jLQiPLmB9hhlqj5r
It's really good and my new way of doing triplanar materials in Unreal. He explains it really well and I even shared it in my recent newsletter.
Flowed the videos step by step, My Material function MF_VTA... always looks different to the one in the video
Hmmm weird...if it's not working for you, try out this tutorial: th-cam.com/video/k943mnpYHuM/w-d-xo.htmlsi=5MxGIkNeSRip02A2
He explains it really well and it's also how I apply local triplanar mapping to my materials now.
Bro you are super
Great;)
Please send me the code for this material)
Should be this right here!
jumpeter.gumroad.com/l/tri-penta-enna-planar