damn thank you for this. the world position function node is super limiting so being able to get the triplanar effect without using it helps a lot with layering
You can also just use the default "WorldAlignedTexture" Node does the exact same projection within one node. And there also Blend and Normal for world aligment
That's great , thanks! . i don't understand why ue5 don't have things like that as a build in mechanism for textures. it feel so needed for any development usage.
Wouldn't it be better to have a WorldAlignedTexture node in order to not have to use absolute values? I mean it has literally the same effect on the mesh itself and I am not entirely sure about the difference but I always add textures to my material and convert them into Texture Objects, then conect each object to the WorldAlignedTexture node if I want them to allign. Adding a constant with a value to the TextureSite connector I can define the size of it. Maybe the effective difference between both approaches is just the need to convert the texture into an object before it is possible to relativy it to the world, not sure what would work more efficient at runtime.. Thanks for the vid!
If you double click on the WorldAlignedTexture node you can actually see the implementation of the node, and it's pretty similiar with what I've covered here! It's easier to just use that node for sure, but this video is more about understanding the principle behind this!
You can use the XYZ pin for world position. And the "scale" parameter is called scalar parameter in a material graph, the "Scale" is what I named that parameter.
How expensive is this versus just normal texture mapping? I'm creating a rather large building and would be using two of these textures on wall sections. One for exterior and one for interior.
It does depend on your performance budget, like is it on mobile or PC for example. It shouldn't be a problem in most cases tho. However, to be precise, it does require three texture samplers to do this so that might be a concern in some cases.
Probably only the three texture smapler for triplaner projection would be a problem, but should be acceptable in most cases. But it really depends on your target platform and performance budget.
Hey thanks for the tip, but can we go a bit further ? that is could we do some calculation between world coordinates and plane facing direction ? I mean, this triplanar using world coordinate is ok when your plane is perfectly parallel to an axis, as soon as you're in between, it's a mix of 2 projections... could it be possible to apply the maping in local coordinate, with the world coordinate for the size or something ? (sorry if it's dumb i'm not skilled)
Yeah, that's totally doable! You basically get the forward vector (which will depend on the mesh) in the local space, construct a new set of axis from that, and project the original world coord to this new space! Then the rest is the same as shown in this video but using this new obtained coordinate.
Hi. I have a problem. I found the mask node and i put it in with g and b like in the video, but it gives me an error saying "(node componentMask) Not enough components in (Deriv_Base_Value(Local2): float2) for component mask 0110"
I fixed the problem. The world position I got had something to do with it but it's fixed now. One more question: how can I find the optimal number that I should put in the parameter?
Not really, the only down side is the three texture smapler for triplaner projection, but should be acceptable in most cases. But it really depends on your target platform and performance budget.
Hi again, I have a question, I already replicated this technique in Unreal Engine 5 but now I want to replicate it in Unreal Editor for Fortnite which uses almost the same features as UE5, when preparing the nodes I realized that a component is missing: "BreakOutFloatComponents", this itself is not in the editor, is there a way to do this without that component?
One way is use the dot node with (1, 0, 0), this will give you the X component. Similiarly, dot product with (0, 1, 0) will give you the Y component, etc.
no explanation on how to create those nodes. you should know by now that nodes dont have the names that are written on them. if you dont tell use what they are called and how to create them, this tutorial is absolutely useless.
Thanks for the reminder! Usually you can right click on the graph, and type in the search bar to find the nodes. Which one do you have trouble creating? Happy to help!
You can clearly see at 4:20 everything he uses in the material. If you dont even know how to create a node right click in the graph and try searching one up
Honestly if you are getting that confused about basic nodes, maybe you should do a course. Not every tutorial is going to hold your hand. You can't rely on every tutorial to do exactly what you want. I don't even know materials that well but it's pretty obvious what he's using. Quite important to learn basic nodes
i'm a music student. i have absolutely no idea why this is in my recommended, but i like it
It's your sign to come work in games.
Dude! This the simplest and most effective tutorial i´ve seen on this subject! It simply works. Thank you so much. Keep them coming.
damn thank you for this. the world position function node is super limiting so being able to get the triplanar effect without using it helps a lot with layering
It was extremely helpful, thank you
You saved my life, this is one of the coolest things I have made thank you sooo much!!
Glad to hear that, thanks!!
You can also just use the default "WorldAlignedTexture" Node does the exact same projection within one node. And there also Blend and Normal for world aligment
That's great , thanks! . i don't understand why ue5 don't have things like that as a build in mechanism for textures. it feel so needed for any development usage.
Haha true, glad the video helps!
I just thought the exactly same thing! Could be a checkbox or something, so simply. Thanks for the video! Saved me
yeah, coming from valve hammer editor, the ue can be so complicated in the simplest things
@@ing_frantisek_mohykan They have its called WorldAlignedTexture Node
This is amazing! I'm relatively new to UE5, and this was a huge help. Thanks mate!
Exactly what I was looking for bro, thanks!
I got you bro 💪
This is really cool. I wish it could easily apply to all sides of a cube.
that was useful
i`ve been looking for this for so long... Seriously Thank you so much
Glad it helped!!
thank you so much!! It helped with my game a ton and made it look solid
Glad to help!!!
Thank you!
Thank you!!
I cant find the scale node, could you tell us on how to get the nodes?
It's a scalar parameter that I named scale. You can search "ScalarParamter" to find it, or hold S and left click for a shortcut!
thank you so much for this! I'm learning how to set textures and stuff and I was really wondering how can I do this. Thanks!
No problem man, thanks!!
Wouldn't it be better to have a WorldAlignedTexture node in order to not have to use absolute values? I mean it has literally the same effect on the mesh itself and I am not entirely sure about the difference but I always add textures to my material and convert them into Texture Objects, then conect each object to the WorldAlignedTexture node if I want them to allign. Adding a constant with a value to the TextureSite connector I can define the size of it. Maybe the effective difference between both approaches is just the need to convert the texture into an object before it is possible to relativy it to the world, not sure what would work more efficient at runtime.. Thanks for the vid!
If you double click on the WorldAlignedTexture node you can actually see the implementation of the node, and it's pretty similiar with what I've covered here! It's easier to just use that node for sure, but this video is more about understanding the principle behind this!
Came for short video solution, but theory is very useful and important for understanding, thank you
thank you
where can i get the scale parameter? has it changed to something else?
It's a scalar parameter that I named scale. You can search "ScalarParamter" to find it, or hold S and left click for a shortcut!
What I’m in unreal 5.2 but the world position has three options and I can’t find scale parameter and that’s all I can telll you now plssssss help
You can use the XYZ pin for world position. And the "scale" parameter is called scalar parameter in a material graph, the "Scale" is what I named that parameter.
How expensive is this versus just normal texture mapping?
I'm creating a rather large building and would be using two of these textures on wall sections. One for exterior and one for interior.
It does depend on your performance budget, like is it on mobile or PC for example. It shouldn't be a problem in most cases tho. However, to be precise, it does require three texture samplers to do this so that might be a concern in some cases.
the material still stretch while plane is not facing xyz,but it is really an idea
I’m not using the same texture as you, but it turned my texture in a smooth color instead of what it was before.
Long shot but maybe you need to shrink down the texture with the scale parameter. Maybe it's stretched out so much resulting in a smooth color.
can you make a tutorial about ue5 prototypegrid material, but with own texture, thanks!
cool vid but is this system heavy on the work load ?
Probably only the three texture smapler for triplaner projection would be a problem, but should be acceptable in most cases. But it really depends on your target platform and performance budget.
dont work 5.4.3
that is amazing. Thank you . Thumbs way up
Glad you liked it, thanks!!!
Hey thanks for the tip, but can we go a bit further ? that is could we do some calculation between world coordinates and plane facing direction ? I mean, this triplanar using world coordinate is ok when your plane is perfectly parallel to an axis, as soon as you're in between, it's a mix of 2 projections... could it be possible to apply the maping in local coordinate, with the world coordinate for the size or something ? (sorry if it's dumb i'm not skilled)
Yeah, that's totally doable! You basically get the forward vector (which will depend on the mesh) in the local space, construct a new set of axis from that, and project the original world coord to this new space! Then the rest is the same as shown in this video but using this new obtained coordinate.
Hi. I have a problem. I found the mask node and i put it in with g and b like in the video, but it gives me an error saying "(node componentMask) Not enough components in (Deriv_Base_Value(Local2): float2) for component mask 0110"
That means you’re plugging in a float2 where the node expects a float3. What are you plugging into the mask node?
The exact same thing that you have. The world position and a parameter
Hmm maybe there’s wrong settings on the absolute word position node? Click on it and check the details panel.
I fixed the problem. The world position I got had something to do with it but it's fixed now. One more question: how can I find the optimal number that I should put in the parameter?
@@pyksel3554 ask your mom
Does this cause loss of performance?
Not really, the only down side is the three texture smapler for triplaner projection, but should be acceptable in most cases. But it really depends on your target platform and performance budget.
Hi again, I have a question, I already replicated this technique in Unreal Engine 5 but now I want to replicate it in Unreal Editor for Fortnite which uses almost the same features as UE5, when preparing the nodes I realized that a component is missing: "BreakOutFloatComponents", this itself is not in the editor, is there a way to do this without that component?
One way is use the dot node with (1, 0, 0), this will give you the X component. Similiarly, dot product with (0, 1, 0) will give you the Y component, etc.
@@geodraws ok thanks! i'll try it to see how it goes.
How do I get the mast r g rb etc. I can’t find it
Search for component mask node in the material editor.
hey can u do this but with unity
I’m not familiar with Unity but pretty sure the same logic can be applied!
uh my textures got way to small once I did this
Adjust the value of the Scale parameter at 04:15!
no explanation on how to create those nodes. you should know by now that nodes dont have the names that are written on them. if you dont tell use what they are called and how to create them, this tutorial is absolutely useless.
Thanks for the reminder! Usually you can right click on the graph, and type in the search bar to find the nodes. Which one do you have trouble creating? Happy to help!
You can clearly see at 4:20 everything he uses in the material. If you dont even know how to create a node right click in the graph and try searching one up
Honestly if you are getting that confused about basic nodes, maybe you should do a course. Not every tutorial is going to hold your hand. You can't rely on every tutorial to do exactly what you want. I don't even know materials that well but it's pretty obvious what he's using. Quite important to learn basic nodes
Thank you