Unreal Engine 5 Tutorial - UV Manipulation

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  • เผยแพร่เมื่อ 11 พ.ย. 2024

ความคิดเห็น • 16

  • @heyitsjoshmusic
    @heyitsjoshmusic ปีที่แล้ว +5

    A great example of a straightforward tech art solution, that anyone on a team could use, and use more easily than the default way of selecting from a long list of every project texture. This method could support even more decals if they needed only one or a few colors - by supplying the final color in the material, 4 black+white sheets could be packed as masks into the RGBA channels.

    • @mr.j7899
      @mr.j7899 3 หลายเดือนก่อน

      Question: Do you have an example or link where I can find more about this? Thank you!

  • @robpenfold9500
    @robpenfold9500 ปีที่แล้ว +1

    A video I never thought I would need. This is awesome

  • @jcd302
    @jcd302 10 หลายเดือนก่อน

    Wow, this is like wizardry! Thank you for sharing the magic!

  • @flyingtruck5301
    @flyingtruck5301 27 วันที่ผ่านมา

    Thanks. simple and effective

  • @ornji
    @ornji 7 หลายเดือนก่อน

    Brilliant tutorial, you've a great teaching method

  • @xionnine
    @xionnine 4 หลายเดือนก่อน

    Thank you for a great tut

  • @Inkulabi
    @Inkulabi 10 หลายเดือนก่อน

    🏆🖖🏾this may serve as a huge time saving when I come to creating some environments 🎮

  • @coffeediction
    @coffeediction 8 หลายเดือนก่อน

    This helped a lot thanks Ryan. I was confused at first, but the key to understand this for me was to confine the thoughts to 0 - 1 space.
    Is there a way to make it work with 1 UV (1 Drawcall) for 2,3 or more positions controlled by custom primitive data individually?
    Since the uv islands all get isolated together, would a second set textures flipped or manipulated somehow otherwise, and then both texture sets combined for output work? Sort of mirrored UV as a second position?
    So far I only managed 00 to 99, with a texture layed out as a coordinate XY for UV, but this increases the texture size of having way too many numbers on a grid, its insane, not to speak of the shrinking quality of each decal ofc.
    Duplicating the setup and just make a new scalar for 2nd position, and then append or add, but this went sideways fast.
    I really dont like the idea of having an entire drawcall just for the one number being flexible, on items like lockers this can quckly push the drawcall count up even when using cpd and ism, with 100 lockers, thats +100 drawcalls at least. Im almost a week on this at this moment, any ideas are greatly appreciated!

  • @ahmedsheeraz
    @ahmedsheeraz ปีที่แล้ว

    I tried Custom Rotator node to rotate the icon but not working, how can we amend the code to shift the Rotation Center also?

  • @bukharyasagofbukhary4525
    @bukharyasagofbukhary4525 ปีที่แล้ว

    If the unreal engine 5 can I use a beta plugin and publish it but will be a different platform

  • @xjuliussx
    @xjuliussx ปีที่แล้ว

    great !

  • @twiggystemz7724
    @twiggystemz7724 ปีที่แล้ว

    What if your grid goes beyond the 4x4? Wanna use this for item icons and my grid more like 4x15 lol

    • @itzalion
      @itzalion ปีที่แล้ว +2

      You can make any size grid by getting a square root of the number of needed items. 4x15 is 60. Square root of 60 is 7.74. Round it up to 8. So, you would need a 8x8 grid. If your icons are small is pixel size then it could be done with a single texture, otherwise you could divide them. A texture itself can also be a material parameter by the way.

  • @stephananemaat
    @stephananemaat ปีที่แล้ว

    There's also a new node available as of 5.2 that can allow you to easily switch between textures. Can't remember what it's called. Although the benefit of your approach is obviously you're just using the one texture so takes up less space.

  • @meterroristmedia
    @meterroristmedia ปีที่แล้ว

    Thanks❤