Thank you very much for making this, you explained everything in such an easy to understand way. I've been going at this for a few days now reading documentation and trying to get proficient enough to remake concepts from other games and I have been really struggling to understand UVs. So much appreciated.
Thanks a lot man! This is really useful, I'm actually working in unity but because you explain the math behind it, it was really easy to translate it into unity. Great tutorial!
Excellent tutorial. just to clarify, would I be able to show tiled images that are edge clamped at the same time? So you can individually scale and rotate a tiled image??
Hello, what node set up would we use if we wanted to pop the UV to a neighbor UV coordinate? Like describing an animated bolt texture on a texture atlas? **Goal #1.** If we had a 4x4 grid and wanted to offset the UV along the top row... down to the bottom right The UV start at the upper left corner 0,1 then we wanted to pop the UV to 0,0.25, then pop to 0,0.5 , then pop to 0,0.75 etc. all the way down the 16 quadrants to UV 1,0 in the bottom right. The UV would pop, not scroll. Like describing an animated bolt texture on a texture atlas? How do you move the UV to the next bolt decal on the texture atlas to make it look like an animated bolt texture? **Goal #2**. Can I also put each offset to the next UV as a variable or parameter I can plug into a "Control Rig" (Integer) controller that can run the UV offset left and right...the bolt would play forwards and backwards?
How would you approach a repetitive item such as wood planks? In my model, they all get the same texture and since the UVs apply to each item with the same origin, the repetition is much more apparent. I would like to fix that problem, but I don't know how to name the problem and I can't look for the answer.
Excellent video.. Many thanks for this wonderful tutorial. Please explain how to control the input data on the time node and as a parameter for all the rotator materials. It stops at 0, speeds up at 0.0001 like crazy but not abe to get it to slow down to a readable rpm if need be?
Very nice tutorial with a ton of math and examples to work with! I kept running into issues which lead to *other* issues with materials and I think I'll be able to start making sense of them now XD
hello i have one question i might be silly but those nodes the translate2D and scale 2D i can't find them by going through all the nodes.. not even in unreal 4.27 again i may be missing something if you can please show me how you apply them than you
@@GDi4K let say i have a vector in material parameter. How can i rotate the texture facing that vector? World space doesnt matter, just relative to what the plane is facing
UVs are 2D. You can't rotate them any other way. They either spin left or right on the surface. So if you think about it, they ONLY spin on the Z axis, because X and Y (U and V) is left/up, and "Z" is facing you. This is assuming the quad is upright. If it's laying flat on the ground, then yeah, it's spinning on the "world" Z axis. You can also spin the quad, not the UV, on whatever axis you want. But I suppose if you had a texture of an arrow, you could rotate the UVs to make it "point" to something. You can create a vector from the center of the quad to the object it should be "pointing" to. Then take the angle between this vector and the "ground" plane using atan2. That's the angle you should be rotating the UVs by.
There's a "ScaleUVsByCenter" in Unreal 5. I tried it and it looks like the same thing as you're doing with Scale2D custom node unless I'm missing something. Did Unreal 4 not have this node? I'm brand new to Unreal so never used version 4 that's why I was wondering. This has still been a very helpful tutorial! I have more understanding of how UV's work.
I understand that the video was created for Unreal Engine connosoir elites and not for mere mortal newbies, so certain aspects are assumed to have been learned by the viewer. But anyone care to elaborate how he created the Translate 2D and Scale 2D nodes? Thank you.
pls do that i will highly appreciate it... i luvd your tutorial on manipulating unreal engine UVs... pls checkon it and let me know how to go about it pls
this tutorial is amazing. Nice work and thank you. I was wondering if you knew how to shift a texture that is tiling. Ex, that icon, if you had it tiling horizontally but wanted to add spacing in between, is that possible? Or does the user have to just scale down the texture leaving more black spacing?
@@GDi4K great accent! I wish we had this accent in Pakistan. I don't understand why we don't speak with such a good accent when we have all the sounds wee need.
Learning ue interface is like learning googleing all over again. Thanks for this video!
Awesome! Like the way you cut the video and the tutorial is very well-organized!!
Thank You!
I'm trying to get into UVs these days and this is like a blessing :). Thank you, great tutor!
Glad to hear that :)
I also suggest taking this course/book. It's not related to Unreal but you will find it super useful.
thebookofshaders.com/
@@GDi4K Thank you, will take a look
Thank you very much for making this, you explained everything in such an easy to understand way. I've been going at this for a few days now reading documentation and trying to get proficient enough to remake concepts from other games and I have been really struggling to understand UVs. So much appreciated.
It's a gem, man! Thank you very very much
Thanks a lot man! This is really useful, I'm actually working in unity but because you explain the math behind it, it was really easy to translate it into unity. Great tutorial!
Nice. Yeah. Math is universal.
Спасибо! Обожаю таких людей как вы. Всего вам хорошего.
Excellent tutorial. just to clarify, would I be able to show tiled images that are edge clamped at the same time? So you can individually scale and rotate a tiled image??
Hello, what node set up would we use if we wanted to pop the UV to a neighbor UV coordinate? Like describing an animated bolt texture on a texture atlas?
**Goal #1.** If we had a 4x4 grid and wanted to offset the UV along the top row... down to the bottom right The UV start at the upper left corner 0,1 then we wanted to pop the UV to 0,0.25, then pop to 0,0.5 , then pop to 0,0.75 etc. all the way down the 16 quadrants to UV 1,0 in the bottom right. The UV would pop, not scroll.
Like describing an animated bolt texture on a texture atlas? How do you move the UV to the next bolt decal on the texture atlas to make it look like an animated bolt texture?
**Goal #2**. Can I also put each offset to the next UV as a variable or parameter I can plug into a "Control Rig" (Integer) controller that can run the UV offset left and right...the bolt would play forwards and backwards?
How would you approach a repetitive item such as wood planks? In my model, they all get the same texture and since the UVs apply to each item with the same origin, the repetition is much more apparent. I would like to fix that problem, but I don't know how to name the problem and I can't look for the answer.
Excellent video.. Many thanks for this wonderful tutorial. Please explain how to control the input data on the time node and as a parameter for all the rotator materials. It stops at 0, speeds up at 0.0001 like crazy but not abe to get it to slow down to a readable rpm if need be?
Very nice tutorial with a ton of math and examples to work with! I kept running into issues which lead to *other* issues with materials and I think I'll be able to start making sense of them now XD
Cool. Yeah. It’s not that hard to get basics right. Then everything makes sense.
Great video man!
Amazing tutorial. Thank you
very very very helpful and useful . Thank you so much!
hello i have one question i might be silly but those nodes the translate2D and scale 2D i can't find them by going through all the nodes.. not even in unreal 4.27 again i may be missing something if you can please show me how you apply them than you
Great tutorial. Can we make randomization of color and material?
if i use all of this but on cube? how to duplidate this SIMPLE TEXTURE to all sides same? World Aligment not my options
how to scale in different axes like x,y,z ?
hello why is there a problem with distance Virtual textures ? and have problem with set bounds, it marks the boundaries badly
May be this a wrong video :)
Try to jump to our discord & explain a bit more with some screenshots may be.
Is it possible to rotate UV on the Z axis? So its perspecive as if the plane is turning although its not? Like a virtual perspective
It's possible but the UV space is not directly related to world space. You may need to do some transformation before trying to do what you want.
@@GDi4K let say i have a vector in material parameter. How can i rotate the texture facing that vector? World space doesnt matter, just relative to what the plane is facing
UVs are 2D. You can't rotate them any other way. They either spin left or right on the surface.
So if you think about it, they ONLY spin on the Z axis, because X and Y (U and V) is left/up, and "Z" is facing you. This is assuming the quad is upright. If it's laying flat on the ground, then yeah, it's spinning on the "world" Z axis.
You can also spin the quad, not the UV, on whatever axis you want.
But I suppose if you had a texture of an arrow, you could rotate the UVs to make it "point" to something. You can create a vector from the center of the quad to the object it should be "pointing" to. Then take the angle between this vector and the "ground" plane using atan2. That's the angle you should be rotating the UVs by.
Great video, thank you very much.
Hello, thanks for the video, I wanted to consult the following, how can I rotate it, for example, only the upper face of a cube?
Thank you, bro!
Hello, I am wondering where is Translate2D node. I couldn't find it on the list.
Hello! Did you find it? Its so fucking stupid they called different names in title and in fact in UE4. I do need it right now
@@raindiamond345 same problem here did you figure anything?
@@kostislitska It's a custom expression he made, ya won't find it no matter what name ya type, sadly.
th-cam.com/video/oxXPt67YYfg/w-d-xo.html
Great tutorial
There's a "ScaleUVsByCenter" in Unreal 5. I tried it and it looks like the same thing as you're doing with Scale2D custom node unless I'm missing something. Did Unreal 4 not have this node? I'm brand new to Unreal so never used version 4 that's why I was wondering. This has still been a very helpful tutorial! I have more understanding of how UV's work.
There are many built in nodes to what I am doing here. Here's the goal is to understand how they work.
And show you how simple they are :)
I understand that the video was created for Unreal Engine connosoir elites and not for mere mortal newbies, so certain aspects are assumed to have been learned by the viewer. But anyone care to elaborate how he created the Translate 2D and Scale 2D nodes? Thank you.
Check here: th-cam.com/video/oxXPt67YYfg/w-d-xo.html
thank you !
could be clearer, sometimes things are not 'very simple' to some people
Th you
im using unreal engine 5 and the clamping option is not available on the sampler source for the texture sampler... pls help
responded on Discord. Abd that's weird. I will check.
pls do that i will highly appreciate it... i luvd your tutorial on manipulating unreal engine UVs... pls checkon it and let me know how to go about it pls
In UE5 it's now simply "From texture asset", and you set Clamp within the texture itself (not in the material), where it will say Wrap by default.
Brilliant!
Thank you
Thank you, was really helpful
Love it!
Hi, could you make real wood procedural material in UE. In real world wood cutting will consist of wood ring and long grain. Thank
Can u redo this Tutorial for unreal engine 5?
There's no need for another tutorial. For these things, it's the same.
What's inside UE5 is a skin change.
this tutorial is amazing. Nice work and thank you. I was wondering if you knew how to shift a texture that is tiling. Ex, that icon, if you had it tiling horizontally but wanted to add spacing in between, is that possible? Or does the user have to just scale down the texture leaving more black spacing?
You are indian/Pakistani? The way you said "manipulate"....
I am Sri Lankan. Close :D
@@GDi4K great accent! I wish we had this accent in Pakistan. I don't understand why we don't speak with such a good accent when we have all the sounds wee need.
Thanks for great tutorial!