UE4 Tutorial: World Position Materials

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  • เผยแพร่เมื่อ 9 ต.ค. 2024
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ความคิดเห็น • 47

  • @smillerfx
    @smillerfx 5 ปีที่แล้ว +2

    Unsubscribed to other UE related channels when I found your channel, + you use Maya like what I do for 3D modeling.
    Quick and detailed explained tutorials.
    Thank you so much for sharing your knowledge, highly appreciated :)

    • @underscore00
      @underscore00  5 ปีที่แล้ว +1

      Thank you so much! I hope to keep sharing and keep making awesome stuff for a long time to come :)

  • @mattmurphy7030
    @mattmurphy7030 ปีที่แล้ว

    Thank you! This is exactly what I needed to fade out the top of a building so you can see inside it.

  • @ramdoula506
    @ramdoula506 3 ปีที่แล้ว

    i couldn't imagine a more straight forward way to explai this, excellent job thank u

  • @RPMonkey
    @RPMonkey 6 ปีที่แล้ว +1

    Awesome! Love use of the different coloured cans!

  • @IcyLucario
    @IcyLucario 2 ปีที่แล้ว

    Still a great video in 2022 for UE5!
    Great for when you have a grid-based game and need a floor texture to indicate spaces.

  • @JohnAmanar
    @JohnAmanar 6 ปีที่แล้ว +1

    Cool. Now the sound is loud and clear! :) Great vid.!

    • @underscore00
      @underscore00  6 ปีที่แล้ว +1

      Thanks :) They always sound fine after I render them, but then they're really quiet on TH-cam, so I just cranked the audio. Im glad its an improvement :)

  • @_inetuser
    @_inetuser ปีที่แล้ว

    nice, this helped me to texture an object that had no uv map

  • @JameFLC
    @JameFLC 6 ปีที่แล้ว +1

    Really cool tutorial man I love this channel

  • @JM-sp6nb
    @JM-sp6nb 2 ปีที่แล้ว

    Thank you! Super easy and simple for a newbie like me, great video :)

  • @PrabhuRPR
    @PrabhuRPR 2 ปีที่แล้ว +1

    Really didn't expect to be pulled into a portal and put in a forest.

  • @shakaama
    @shakaama 2 ปีที่แล้ว

    i'm confused, i thought it was that you can extend a mesh and the material will stay the same scale? that's not world position?

  • @songtronix
    @songtronix 6 ปีที่แล้ว +1

    Very very very good tutorial!

  • @TheSebledingue
    @TheSebledingue 6 ปีที่แล้ว +1

    Thank you very much, nice tuto.

  • @heliosgames6665
    @heliosgames6665 4 ปีที่แล้ว +7

    How would I get this working but for all sides of a cube?
    I see in your example it only works on the top and bottom but the sizes are stretched?

    • @stephenmaloney424
      @stephenmaloney424 2 ปีที่แล้ว

      Use Tri-planar projection:
      th-cam.com/video/1_kqYXXX0X4/w-d-xo.html

  • @Neerepha
    @Neerepha 5 ปีที่แล้ว +1

    Waaaaaaa!!! Love everything!

  • @trinumedia
    @trinumedia 4 ปีที่แล้ว

    Thanks for the quick tip.

  • @wizardoflolz5626
    @wizardoflolz5626 5 ปีที่แล้ว

    Awesome work, I wonder if there is a way to have UVW modifier with box,plane, cylindrical, spherical types of tiling of the texture but on objects, like in 3ds max!

  • @simonvonderheide6239
    @simonvonderheide6239 4 ปีที่แล้ว +11

    Whoever wants to do this for all 3 dimensions: th-cam.com/video/8aYe54XrZYI/w-d-xo.html&feature=emb_logo And change "PixelWS" to "VertexNormalWS"

    • @guadsquad7775
      @guadsquad7775 3 ปีที่แล้ว +2

      Simon Von Der Heide... Your a godsend.

    • @BenjaminGoose
      @BenjaminGoose 2 ปีที่แล้ว

      You can just use WorldCoordinate3Way I believe.

    • @SupremestCommander
      @SupremestCommander ปีที่แล้ว

      The yt comment section god

    • @hannes8216
      @hannes8216 ปีที่แล้ว

      You are great, lets work together on unreal projects haha. see you!

  • @GoblinGamesLtd
    @GoblinGamesLtd 5 ปีที่แล้ว

    Ingenious

  • @CaseFace5
    @CaseFace5 4 ปีที่แล้ว

    cool thank you for this!

  • @hannes8216
    @hannes8216 ปีที่แล้ว

    How can i make this work in 3d, means not only X and Y but also Z ?

  • @polygon4399
    @polygon4399 4 ปีที่แล้ว +1

    Is there a way to lock the position of the texture, so you can move asset freely without the textures moving?

    • @goeuldi
      @goeuldi 4 ปีที่แล้ว

      In that case, you'd just want to connect a Texture Sampler node to the base color of your material. Fiddling with UVs is not necessary.

    • @Braytonks3D
      @Braytonks3D 4 ปีที่แล้ว

      ​@@goeuldi Well, you could fiddle with the UVs still if you still wanted to increase/decrease tiling. For the texture's position to lock, you'd rather want to cut out the world position part of this shader.

  • @THEAETIK
    @THEAETIK 5 ปีที่แล้ว +1

    "Yeah, bet you didn't expect that."
    Actually lol'd good.

  • @Latvian3Dman
    @Latvian3Dman 5 ปีที่แล้ว

    I better save this. Thanks.

  • @TheSebledingue
    @TheSebledingue 6 ปีที่แล้ว +1

    Can you upload your splat map texture you use please ? That in green variation.

    • @underscore00
      @underscore00  6 ปีที่แล้ว

      Here you go! i.imgur.com/Phuecym.png

    • @TheSebledingue
      @TheSebledingue 6 ปีที่แล้ว +1

      Nice, thank you so much

  • @resetXform
    @resetXform 2 ปีที่แล้ว

    I have it set up the same exact way, it only works on B. UE4 4.26

  • @baoluong762
    @baoluong762 ปีที่แล้ว

    verry good

  • @QuvaQuvaQuva
    @QuvaQuvaQuva 4 ปีที่แล้ว

    Thank you!!!!!!!!!!!!!!!!!!!!

  • @joakin5295
    @joakin5295 4 ปีที่แล้ว +1

    WOW

  • @littlemoomin8899
    @littlemoomin8899 4 ปีที่แล้ว

    Can someone explain to me why he divided the world position by the uv scale ? what does this do exactly ?

    • @Braytonks3D
      @Braytonks3D 4 ปีที่แล้ว +1

      I can try! The World Position node is what 'shifts' the texture as the object the material is applied to moves around in the world. By dividing that by a scalar value, you are effectively inreasing or decreasing the tiling amount of the texture which will make it stretch over a smaller or larger area of the world. You can see how he changes the UV Scale parameter he created to cover something as big as his forest.
      If he did not divide the world position offset by the UV Scale then he would just be stuck with whatever size his base texture is at. He could of course change that in another program like photoshop and re-import it but this way is quick, convenient, and allows for more versatile use of the shader

  • @littlemoomin8899
    @littlemoomin8899 4 ปีที่แล้ว

    thank u for the tutorial ! the only thing I don't like is that u talk fast which makes it sometimes hard for non-native speakers to get wht u're saying :(

  • @januaykawin1294
    @januaykawin1294 6 ปีที่แล้ว +1

    Yeah sir please tutorial Pubg.

  • @SoSisTRN
    @SoSisTRN 6 ปีที่แล้ว +2

    Sir.Please tutorial server PUBG please.ok