World Aligned Texture Setup In Unreal Engine 5

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hi everyone my name is peyton and in this video i want to go over world of line materials so what a worldwide material is is something that is basically set up like uv wise to the world coordinates and so no matter what uh like object or anything that is placed on it's going to basically have the same exact uh basically tiling rate and we'll be able to see it kind of tile across what that can be really useful for is if you have something let's say like this mound and then we have the snow here but if both of these were the same material and we were trying to get the uvs perfectly and them actually to lined up where the let's say the stones were basically just like seamlessly and flawlessly crossing over to that mound that way it's like it feels really integrated then we could basically have that so right now you can see that i could probably mess around with uvs and all and try to get as close as possible but the stones themselves still wouldn't actually necessarily line up perfectly it would just take a lot of time so what's nice about this is we can go over to my material so this is my just simple cobblestone here and what i want to do is we have the the base color uh roughness normal and immune occlusion all set up and these are just using texture samples and then using the texture coordinate to uh like tile them a certain amount through the uvs so what i'm going to do here is i'm actually going to go up here and i'm going to type in world aligned and we should find word align texture and there's also world align normal so we'll see that one in a second but i want to do the world line texture first and basically i'm going to set that one up here and then i'm just going to duplicate it over plug it in here and then plug it in here now what i was mentioning a second ago was the world line normal and that's what i'm going to want to use with my waterline normal as well or with my normal so yeah i just wanted to grab that one it's a little bit more unique but uh yeah there we go and then the the main point that we're going to want to do is uh these are the xy the z and the xyz basically for me at least with what i'm doing for the ground and all i want to use the x y and z to set it up that way it is doing it on all axises so if you have a mound like this it's not going to be weird where it's kind of like flat on top or the uv is just yeah it it basically is that way it can curve around a side of some whether it's facing up or sideways and it'll be the same so going to bring this one across as well and then drag this one there so now what we want over here one problem we're going to find is that this will not go in and the reason why it says float3 is not compatible with the texture 2d and that's because what we need to do is we actually need to right click this and convert to a texture object so i'm going to do that for all of these i'm going to basically convert all of them to a texture object now we can plug it in to the texture space here so there we go and cool so now we can see that the uh cobblestone is being tiled um over here in our little preview i can hit save and right now i haven't plugged anything else in and we can see how it looks actually in our scene so there we go and already what you can see is with my material if i'm moving it so no matter if i scale it down or anything else the cobblestone is aligning perfectly to that that edge there so i'm gonna come down here real quick and yeah you can basically see how how seamless it is it's really nice um let me go to actually maybe lighting only so yeah we can see where the the seam is there and then i switch over here we don't really see it that's because of the actual um yeah materials uvs are perfectly lining up and what's really nice about this like i was saying is that you could have stuff where let's say we have dirt but we wanted to have some like mounds of dirt slightly being put in i could use a mound like this and basically like place it around and move it scale it however i want and you're basically able to not be super destructive you don't have to worry about the uvs of your mesh and you can really quickly like start to have some more organic forms and it's just really nice because yeah it saves a lot of hassle with trying to get that set up properly so now what i want to do is i want to actually jump over to my texture again so here we go and then i want to actually set up a couple of stuff mainly i want to set up the the tiling amount so we have the texture size so i'm going to do a value like this um i just clicked one basically to create this and then i'm going to plug that into texture size now you'll notice if i hover over the default value is 64. um previously my texture coordinate amount was 1.5 so it is a much different tiling that is basically happening and so you do need to factor that in when you start to set up this number so if i start with a 64 what we should find is that it looks the exact same as how it does currently so there we go i'm going to convert this to a parameter and i'm going to do tiling amount and so now you'll see that if i hit save we're we're gonna do basically 128 and there we go and then uh you know up to 256. so i'm just basically doing it in multiples and there we go as well so it's instead of just doing like 64 to 65 it's it's gonna be a lot more drastic of the the actual tiling amount um and so really factor that in when you start to go and tile and everything because this will definitely play into it and now if you're trying to do some displacement or anything using the the modeling editor the tiling amount will be pretty different and it might be hard to actually uh line correctly uh just because uh that's using uv coordinate like uv or tiling amount and this is using the world uh like tiling mount um so it might be a little bit tougher but at least like if you are doing something like the the dirt kind of what i was mentioning before where you wanted to make some mounds this can be like a useful way of setting that up and then basically getting some you know tiling textures in uh here where they're seamlessly going and so i think this is something that would probably of course work better uh with the snow that we had going on uh to where you could actually start to see some more of those mounds but um yeah let me actually grab that real quick and just run through setting up the snow that way we can see yeah pretty much the the final here we go and the snow is basically over here so cool um yeah i wanted to just jump back over here and then i'm going to find this i'm going to change it to the snow based color this one's going to be the snow roughness doesn't take too long to change the silver snow ground normal and then this one's of course our yeah ambient occlusion so uh of course my snow 2 was a little bit different with the the tiling amount um so that might be a factor but let's say that is good it looks all right um but those mounds that i was talking about where they should be in here okay yeah they're a little bit small um but you can see that pretty seamlessly let me make it much bigger real quick i was using the cobblestones because the snow is a little hard to see but um the nice thing is like you don't see any harsh transitions which is something you would definitely get with snow on this situation if you had like a a weird line and the the lighting's feeling pretty nice as well my collision is a little broken on that mound but you can uh yeah the transitions are pretty nice so there we go um but yeah that's basically world aligned materials and textures inside of unreal engine it can be really helpful for specific situations i wouldn't suggest actually using it across the board with mostly materials because there's a lot of pros and cons to it but i think in general like something like this it would be great for to actually get some some really nice just ability to control where mounds are and everything without having to really make sure your view your uvs are working properly so yeah that's about it for this one if you have any questions of course feel free to comment below and i will see you next time
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Channel: Peyton Varney
Views: 18,030
Rating: undefined out of 5
Keywords: UE5, Unreal Engine 5, Unreal Engine 4, UE4, World Aligned, World Aligned Textures, World Aligned Materials, Environment Art, video games, game development, texture art, 3d art, cobblestone, texture steams, UVs, beginner unreal engine, how to, texture blends in unreal engine, texturing in unreal engine, game environments, environment creation, intro to unreal engine, tutorial, unreal engine, ue5, environment art
Id: JW8LfB5Gkm0
Channel Id: undefined
Length: 10min 33sec (633 seconds)
Published: Mon Jun 13 2022
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