Thank you soooo much.... I already knew how to setup world aligned textures, but i am doing a pixel art style game, and i couldn't figure out how to get world aligned textures to be sharpened until now.
Ah thank god for this tutorial, I had figured out everything on my own except I was getting blurry textures. I wasn't even sure what to google to try and fix this, or if it was even the fault of the world aligned node but it was thank you so much for covering that!
It's worth noting that if you're planning to use this in a landscape material and using the layer blend node, it's probably not a good idea to change the sampler type from shared wrap to source, since the layer blend node can't work with more than 16 textures normally. The shared wrap sampler is a workaround to fix that.
Hey Elias. I'm working with Quixel megascans and im having a hard time figuring out how to do this because the blueprint looks very different. Is there any way you can point me in the right direction?
Hi Justin. Unfortunately I have a hard time helping you right now. I could however help you out in about two days, and I believe you have solved it by then. What are you stuck on? Are you having trouble implementing the World Aligned Texture?
I'm trying to do the same. Super suprised that there's not default option to have the megascans materials with the triplanar option! Did you manage to figure it out?
Is there a good way to implement the use of the alpha channel on the world aligned texture? I tried breaking it out into the Float 4 and using the alpha channel but it didnt seem to scale right on the tops and bottoms of blocks
Sorry for the slow answer! Yes this is possible to get the alpha to work as well! I just tried it using Unreal Engine 5.0. How I did it: 1. Create a material and make sure to set The material property Blend Mode to Masked. 2. Add the WorldAlignedTexture to the material graph. 3. Add a Texture Object and plug it into the TextureObject slot. 4. Create a boolean and set it to true, plug it inot hte Export Float 4 slot of the World Aligned Texture. 5. Drag the XYZ Texture output of the World Aligned Texture to the Material Input called Base Color. 6. Create a Mask node and make sure that it's only recieveing the (A) / Alpha channel of the texture. 7. Drag the XYZ Texture into the Mask (A) node, and the output of the Mask (A) Node into the Material Opacity Mask slot. If this doesn't work, make sure that the texture has an Alpha channel. If the image is black and white, you can use any of the other channels as masks. Have a great one!
@@EliasWick thats why i used allign texture, without i have nothing, the picture i use as texture was not alligned to the object, to solve this i used "localalligntetxture" now the picture fits to the object and all is centred, thanks for reply :D
@@EliasWick It was extremely helpful. Last night, I was having the issue of textures scaling along with the static mesh, which was driving me nuts and made me basically 'rage quit' haha This solved that issue. Thanks again.
I'm curious as hell right now... I see your "M_Grass_Side" Is it possible to do what we've just now done but on vertical edges have a different texture and still use world align?
dzrealkiller Yes with a bit of tinkering that is possible. You can set what axis that should be a world aligned texture. So if you want you can just project one side, X, Y or Z.
Pardon my rant here, but it's really irritating how overly-complicated (and perhaps *needlessly* complicated) it is to do things that should be simple and basic. Like this, for example. A dev shouldn't have to go through all these steps just to simply make a texture NOT scale along with a static mesh. It's ridiculous. It should be as simple as selecting the static mesh and ticking a box in the 'transform' options in the right panel. There should be an option there that you can enable/disable to make textures scale with the static mesh they're attached to. It's just so absurd to me that doing even the most basic thing in Unreal Engine requires a goddamn tutorial. End rant.
I totally get the frustration. Having to add a shader function and changing its content is very complicated. I am however glad you stuck through, found a solution and learned something new! :)
Thank you soooo much.... I already knew how to setup world aligned textures, but i am doing a pixel art style game, and i couldn't figure out how to get world aligned textures to be sharpened until now.
@@Grimdrums22378 ohh that's cool! Glad I could help! I forgot that I showed how to fix it in this video 😅
Ah thank god for this tutorial, I had figured out everything on my own except I was getting blurry textures. I wasn't even sure what to google to try and fix this, or if it was even the fault of the world aligned node but it was thank you so much for covering that!
It's worth noting that if you're planning to use this in a landscape material and using the layer blend node, it's probably not a good idea to change the sampler type from shared wrap to source, since the layer blend node can't work with more than 16 textures normally. The shared wrap sampler is a workaround to fix that.
Super, thanks for letting us know!
For mastermaterials use "texture object parameter" to greate and use instances.
Patrick Huschmann Totally correct!
Was looking for this for a long time, didn't quite know what to search for. Thanks dude!
Glad you finally found it! :)
Thank you, from the bottom of my heart
So glad I could help! Thank you for watching! 🙏
Heck that video saved me today, thanks!
Glad you found it helpful:)
Im using this for landscape some weird issue is going on where some of the texture doesn't have normals and is discolored
Did you solve the issue?
Hey Elias. I'm working with Quixel megascans and im having a hard time figuring out how to do this because the blueprint looks very different. Is there any way you can point me in the right direction?
Hi Justin. Unfortunately I have a hard time helping you right now. I could however help you out in about two days, and I believe you have solved it by then.
What are you stuck on? Are you having trouble implementing the World Aligned Texture?
I'm trying to do the same. Super suprised that there's not default option to have the megascans materials with the triplanar option! Did you manage to figure it out?
Thank you so much! It works! A dream to not have to do UV map every wall 🎉
No worries Artem! :)
Thank you!
No worries Vinswarm! :)
Is there a good way to implement the use of the alpha channel on the world aligned texture? I tried breaking it out into the Float 4 and using the alpha channel but it didnt seem to scale right on the tops and bottoms of blocks
Sorry for the slow answer! Yes this is possible to get the alpha to work as well! I just tried it using Unreal Engine 5.0. How I did it:
1. Create a material and make sure to set The material property Blend Mode to Masked.
2. Add the WorldAlignedTexture to the material graph.
3. Add a Texture Object and plug it into the TextureObject slot.
4. Create a boolean and set it to true, plug it inot hte Export Float 4 slot of the World Aligned Texture.
5. Drag the XYZ Texture output of the World Aligned Texture to the Material Input called Base Color.
6. Create a Mask node and make sure that it's only recieveing the (A) / Alpha channel of the texture.
7. Drag the XYZ Texture into the Mask (A) node, and the output of the Mask (A) Node into the Material Opacity Mask slot.
If this doesn't work, make sure that the texture has an Alpha channel. If the image is black and white, you can use any of the other channels as masks.
Have a great one!
Awesome!!!
Rex Art thank you mate!
Nice job man
Thank you! :)
A very useful tutorial!
Glad you enjoyed it :)
hello sir can you help me, i dont want that moving texture, how i can fix the tecture to the object wherever o move it ?? thanks for sahring
Just don't use the world aligned texture node :)
@@EliasWick thats why i used allign texture, without i have nothing, the picture i use as texture was not alligned to the object, to solve this i used "localalligntetxture" now the picture fits to the object and all is centred, thanks for reply :D
@@blackswan6386 Glad you solved it :)
Thanks.
Hey! Glad you found some use for it! :)
@@EliasWick It was extremely helpful. Last night, I was having the issue of textures scaling along with the static mesh, which was driving me nuts and made me basically 'rage quit' haha
This solved that issue. Thanks again.
WOW!!! Mind blowing
Thank you very much Cassandra! I am glad you enjoyed the video!
thanks for this tips ! :)
Thank you for the comment :)
I'm curious as hell right now... I see your "M_Grass_Side" Is it possible to do what we've just now done but on vertical edges have a different texture and still use world align?
dzrealkiller Yes with a bit of tinkering that is possible. You can set what axis that should be a world aligned texture. So if you want you can just project one side, X, Y or Z.
Pardon my rant here, but it's really irritating how overly-complicated (and perhaps *needlessly* complicated) it is to do things that should be simple and basic. Like this, for example. A dev shouldn't have to go through all these steps just to simply make a texture NOT scale along with a static mesh. It's ridiculous. It should be as simple as selecting the static mesh and ticking a box in the 'transform' options in the right panel. There should be an option there that you can enable/disable to make textures scale with the static mesh they're attached to. It's just so absurd to me that doing even the most basic thing in Unreal Engine requires a goddamn tutorial. End rant.
I totally get the frustration. Having to add a shader function and changing its content is very complicated. I am however glad you stuck through, found a solution and learned something new! :)