How to setup Panning Textures in Unreal Engine 5

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hey everyone my name is Peyton and in this video I'd like to go over setting up a panning texture inside one real engine 5. so you can see here in my little test environment I actually have this Shader set up already and basically it's just having a panning text actually going across the screen and it's actually quite simple to set something up like this and I wanted to go through that process and then in addition to that even set up a couple of just quick controls where we can actually change it out and everything without you know too much hassle so I think what's great about this is it definitely adds a nice little detail to your environment and uh relatively is quite easy to set up as well so I have this model that I set up and I wanted to show kind of what the EVS look like for it first so just going to jump over to Maya here and inside of my you'll see that it's a yeah pretty simple bottle if I just isolate this you can see I have some bevels and everything and then I have a different material ID on this middle part that's actually my background and then I have a floating uh plane so the reason why I wanted just this kind of card in front is that way I could do a mask and it would be pretty cheap to have it actually transparent with the the letters going across and then I could have whatever material I wanted on the background and those were kind of two separate things so I exported these out together and brought it in and we of course have this actually in my UVS as well it's aligned to the top portion of the zero to one space and of course on my zero to one spaces where I'm actually going to be putting my text you know there's a lot more room here so you could really continue to add a lot to the sheet and have all kinds of variation to it but for now I just was trying to use the the top portion and kind of show some examples with that so I'm going to hop back over to Unreal Engine and now that we are in here I want to set up a Shader that is pretty much similar to this so I'm going to really quickly go over to the actual texture location for this Shader here and I want to go into the textures five materials there we go and then signage so I'm just going to create a new material and I want to place it here on this flat plane so I'm going to click here and then drag that over so now we can just see that yeah it's super simple nothing's going on it's just a grid at the moment and then I want to also bring in you know one of my textures and so these textures here I quickly made in Photoshop just using font and everything but uh like the one that we already have here it's just aligned to the top portion of it I'm going to drag this one in and actually set that one up so I'm going to switch this over we of course want to use this black and white as a mask and for my opacity and everything I'm going to switch it over from opaque over to translucent and then or I could also do Mass but I'll probably just do translucent and then yeah let's leave it at that um and for now I could just plug in this opacity and we should get a result if I switch it over um to a different shape so it's kind of showing up it's it's hard to see but uh let's say I hit apply and then there is go we can see the coming soon which looks like it's doing all right and then of course I want my base color and everything too so I'm probably going to multiply this by a color so I'm going to just held the uh number three while I clicked and and made this constant so I can use that for my color and then I'm going to multiply that in if I hold M on the keyboard and click of course it also makes the multiply so that's how I was using some of the shortcuts but just dragging this over here I can now set up hit apply and if I change the color at all we will see those results now it's not going to be too strong you know if I actually go over here and I'm going to do another one another multiply holding the m and then I want to multiply that by one constant so I just held the one value or the one key and then I'm going to do this to 10 just kind of as an exaggeration and we'll see that we have the coming soon now pretty bright and that's because I'm putting it into my emissive color and yeah I'm pretty much blowing it out with this tone which is seems to be working pretty decently at the moment but now of course like that's not moving and you know the one up top is moving a pretty big difference and this is uh one simple thing that we can pretty much set up and so if you right click and I'm going to type in Panner and we can get a value of this and I can plug this into my coordinates for my texture sample um and by default the speed of X and Y is zero so you can see if I change this that's going to be my y so it's going up and down um and then the X if I change it you'll see that it is my side to side now of course that's way too fast so I can hit that and cool let's say it's probably still going too fast gonna hit a 0.2 for my speed value and there we go that's not too bad so I'm gonna do a uh hold down the two and do a two constant or a constant here and plug that into my speed and I want to right click this and convert to parameter so I'm going to do that and then we're just going to name this parameter uh speed and I'll pretty much be able to use the red value to actually control the speed because of the uh the X Y and all and then green would actually go uh y so I'll be able to use that if I were to set up a instance um pretty much just got that going um and I can actually switch all of these over to I'm going to name this one the LED color I want a name yeah this one's already speed let's do and then I want to change this value to a parameter as well and then this is going to be the emissive um intensity so there we go and then one last thing if I convert this to a parameter as well so texture cool and let's say it's a default value here a 0.1 so we're going to leave that and we pretty much you know already have our panning texture setup which is nice um but you know if I want to switch it out and not necessarily have to go through that process with every single texture of course if we convert all those parameters we can actually set up some material instances so now I can right click on this now that we've set that Shader up I'm going to do create material instance and in this instance let's say that I want a different texture so I'm going to drag this out and actually apply the material instance to that location um and then let me do this a couple more times so drag that up and then I'll do one more where I convert a another material instance from it and so this one's going to be applied to that one and now I can go into these instances and let's say I actually enable the checkbox for the texture let's say that instead of the coming soon I want it to say now playing and that's working on that third level and then I have a couple of other ones as well here so uh with this one I can open up this texture and then do if I enable the there we go um and so really quickly we have you know three different versions of this sign going another one is the speed here so I can change the I'm just using the Color Picker to control that but yeah I can go from zero to one and this red Channel and it's going to be the X so you can see uh yeah you can quickly change that one then let's go over here and change this one as well um so they're all going at different speeds and then if I leave the speed one and actually go over to the LED color I can also change the color as well which is pretty nice we got going on here and then turn up the intensity of the emissive as well and now we have all kinds of different variations that can really quickly be made um and you get some yeah pretty solid results and you can of course expand upon this quite a bit as well but I think it offers just uh you know at the Bare Bones with this the basic level of using a panning texture and how you set it up I think it can offer some really awesome details to your environments and uh yeah just bring a lot more life to that so I hope you found this video useful and I will catch you next time
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Channel: Peyton Varney
Views: 1,022
Rating: undefined out of 5
Keywords: texture art, animation, animating in unreal engine, ue4, ue5, fans, fan, ceiling fan, lighting in unreal engine, lighting, game art, game development, indie dev, panning texture, shaders, led sign, neon sign, 5.2, unreal engine, environment art
Id: YUgxn1rBtEo
Channel Id: undefined
Length: 11min 23sec (683 seconds)
Published: Fri Apr 14 2023
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