Very timely! With displacement work so well for nanite, AND quixel ORD channels having displacement, I'm doing all kinds of heavily displaced materials. This is a super-useful (and pretty quick) technique for breaking up repetition at distance while keeping crazy detail up close. Thanks again!
@HojDee4 күн бұрын
@@inwardocean glad to help :)
@mia_bentzen3 күн бұрын
Be careful of doing this too much, as it will start to affect performance
@MrYuzuro2 күн бұрын
Bro this is incredible. You have no idea for how long i have been trying to find this.
@HojDeeКүн бұрын
glad I could help
@rileyb3d4 күн бұрын
Fantastic work! Recommending your channel to my discord.
@HojDee3 күн бұрын
@@rileyb3d thanks man! I appreciate it :)
@YazdaniPlays3 күн бұрын
You are absolutely killing it bruh, I learned a lot from you
@HojDee3 күн бұрын
glad to hear that man :)
@manzoo_3096Күн бұрын
4:10 you don't need saturate node. The texture's Alpha output is already in the range 0.0 to 1.0
@HojDeeКүн бұрын
yeah. I just run everything I want to connect to the alpha of a lerp through a saturate. It's a habit I guess
@morty442321 сағат бұрын
best tutorial by far thank you.
@HojDee10 сағат бұрын
glad you liked it :)
@John_atCTS3 күн бұрын
Awesome!! IMO, definitely one of the BEST Texture Bombing methods I've seen so far! Question: Based on your experience, I would be interested in knowing which Texture Bombing Method (say the 5 most common?) works best with which types of Textures. For example, I think I read that Cell Bombing works best with granular-type textures (fine stone, dirt, cement, etc??.) and others work best for more defined textures (Ground Twigs/Leaves textures), etc. Thanks again for the video!
@HojDee3 күн бұрын
I use cell bombing for any organic texture. rock, grass, ground with twigs, or anything. But in case of textures that have pattern, like brick or tiled wood, the bombing methods don't work correctly.
@John_atCTS3 күн бұрын
@@HojDee - thanks. Would be nice if Epic eventually makes it a built-in Node!
@alltradesjack65943 күн бұрын
Excellent bit of knowledge. Thanks a lot for sharing it!
@HojDee3 күн бұрын
@@alltradesjack6594 glad you liked it man :)
@loganasaurusrex82464 күн бұрын
FINALLY! I’ve been trying to do something like this for AGES!
@HojDee3 күн бұрын
@@loganasaurusrex8246 glad I could help :)
@galravid-tal85174 күн бұрын
Thank you so much for making this video! Your content is great and the way you explain things is so understandable.
@HojDee3 күн бұрын
@@galravid-tal8517 glad you liked it :)
@tomasgomez99253 күн бұрын
Awesome! Will keep it when I create a new environment :)
@HojDee3 күн бұрын
great :)
@boriskourt3 күн бұрын
Thanks! This is a great explanation. Looking forward to de-tile my landscapes :)
@HojDee3 күн бұрын
glad it helped :)
@juanmilanese3 күн бұрын
quality tutorial man...
@HojDee2 күн бұрын
thanks!
@LexFomin3 күн бұрын
Very cool, I use similar techniq in redshift. Thank you!
@HojDee3 күн бұрын
@@LexFomin you're welcome :) Yeah, it's math stuff. It can be done in any engine I think
@dimaananyev53363 күн бұрын
Алексей, привет! Прикольно встретить здесь своего приятеля. Такого рода инструменты есть много где , в короне например, но для анриала урок весьма полезный.
@youngsiks5434Күн бұрын
Thank you for posting the video! I have a question. Is there a way to reduce Texture Repetition for textures with patterns (e.g. bricks or tiled wood)? If there is, I would like to ask if you can make a video!
@HojDee10 сағат бұрын
patterned textures are a bit tricky. I'll make a video when I find a solid solution
@arefrazavi68843 күн бұрын
good job
@HojDee2 күн бұрын
thanks
@전민영-p1q3 күн бұрын
Thanks!!!
@HojDee3 күн бұрын
you're welcome man :)
@ilyachernobrov4 күн бұрын
Thanks a lot!
@HojDee4 күн бұрын
@@ilyachernobrov you're welcome man :)
@Mikefiser2 күн бұрын
Any notes on the performance? I noticed it samples the texture at least twice as much but I would be interested in the precise calculations and performance hits on a big terrain. It also needs to sample that voronoi texture but that doesnt have to have a huge resolution, right?
@HojDee2 күн бұрын
The most important thing is the increasing sample count, I think. I haven't gone deep into the exact performance calculations though. When using with landscape material, I'd use it only on layers where the repetition is really obvious and can't be hidden by foliage and stuff.
@ArchViz_PaXu3 күн бұрын
Hi, Thanks for tut, I have problem when use displacement appear both texture cell , how to only make displacement for main texture?
@HojDee2 күн бұрын
I didn't exactly understand the question, but I think what you're talking about. If you increase the displacement magnitude, some areas may look bad, especially in the black areas of the alpha channel of the cell texture. I hide it by decreasing the displacement magnitude.
@Archviz_hosseiniКүн бұрын
god bless youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu 😭
@HojDeeКүн бұрын
thanks man
@tomastoegel49733 күн бұрын
Ok, definitelly the way but should be as one material like a "plugin" with all parametres in it. I wait for something similar in 3DS max.
@HojDee3 күн бұрын
@@tomastoegel4973 in the end, I made it a material function. It can be used in any material inside unreal engine. For 3ds max, the principles are the same I guess. If you're familiar with its material system you should be able to create it
@samonogram26314 күн бұрын
what's the difference with using texture variation nodes?
@carlosrivadulla89034 күн бұрын
I was about to ask the same. That node does the trick
@DamienRamirez4 күн бұрын
In short: very little, the Texture Variation uses noise instead of cell & it blends the "visible lines" based on height rather than the same texture alone. The cost is similar but the result is cell can give more variation (without looking as broken). There is a little more to it, but that's the basics.
@HojDee3 күн бұрын
@@DamienRamirez thanks for the explanation
@SirRebonack4 күн бұрын
6:27 Why divide? Multiplication could be used to achieve the same result but with much cheaper instruction cost. Divide should be avoided where it's possible.
@HojDee3 күн бұрын
@@SirRebonack multiply is cheaper, you're correct. But with modern hardware, the difference is not that significant. If you wanna make it really optimized though, you should go with multiply for sure.
@nikoheino39273 күн бұрын
not sure how its handled here, but atleast in most programming languages, the compiler optimized most divisions into multiplications.
@SirRebonack3 күн бұрын
@@nikoheino3927 The shader compiler cannot optimize this division because it is based on dynamic data (sampled texture). Division is fine to use on parameter values, which are able to be optimized. Division is significantly more expensive than multiplication.
@nikoheino39272 күн бұрын
@@SirRebonack oh okay, good to know.
@Grigga3 күн бұрын
is there a way with simpler nodes to make random rotation? its to heavy the way you show it...
@HojDee3 күн бұрын
you can skip the rotation. or add a switch to turn it on or off. it works great with just the offset and the scale. or even just the offset
@KaiserKaddu2 күн бұрын
I cant find the voronoi texture in the files...
@HojDee2 күн бұрын
there was some issue with the file. I've fixed it. download the textures file
@VeganApps2 күн бұрын
TextureVariation node is also useful... oO
@HojDee2 күн бұрын
yeah. I'll make a video about it in the future
@gone416742 күн бұрын
Does it work for an infinite world size? For example, if you set Size - Main Texture to 0.01, would it still avoid repetition?
@gone416742 күн бұрын
You add an offset from the Voronoi texture, which has a fixed size, so I think it would repeat if the map is larger than the area covered by the Voronoi texture.
@HojDeeКүн бұрын
@@gone41674 the voronoi texture is also tiling. so it can go on forever. just make sure the relation between the texture size and the cell size is reasonable. like I mentioned in the considerations section of the video
@gone41674Күн бұрын
@@HojDee Yes, I’m aware that the Voronoi texture is tiled, which is the problem. Tiling causes repetition, since the UV offset is read from the Voronoi texture, the final texture will also repeat. This repetition will occur if the world size exceeds the coverage of the Voronoi texture.
@HojDee10 сағат бұрын
@@gone41674 because of the random offset, rotation, and scale, it can't be seen. At the beginning of the video I showcase an example, the Voronoi texture has tile 10 times. I don't see any repetition there
@alimirza-g4g2 күн бұрын
I have a problem when I choose the modeling option, there are no tools
@HojDee2 күн бұрын
maybe the plugin is not enabled
@simonb10094 күн бұрын
What is difference between cell bombing and texture bombing?
@HojDee4 күн бұрын
@@simonb1009 the method is different. cell bombing is cheaper and works better in my opinion
@HojDee4 күн бұрын
@@simonb1009 watch this video to learn more about texture bombing kzbin.info/www/bejne/iZetimabYpiqrbssi=v9Vs-QccW6OJlX7l
@MarkEntingh3 күн бұрын
I think the most important question is, how expensive is this method on the GPU?
@HojDee2 күн бұрын
it increases the texture sample count. makes it twice. so that's the real bottleneck, I think. it's not optimized in that sense
@omniplay46863 күн бұрын
Does this have some impact on the performance?
@thutmosisSeven3 күн бұрын
Yes, a bit, because of the indirect texture call that may invalidate the texture cache.
@HojDee3 күн бұрын
and also the increasing sampler count. the impact is not that much. but you gotta watch out for it. especially if developing for mobile
@omniplay46863 күн бұрын
@@thutmosisSeven Thanks for the info!
@omniplay46863 күн бұрын
@@HojDee Appreciate it!
@kovalevtimofei853 күн бұрын
Hi! can t find cell texture. Can you give direct link? thanks
@HojDee3 күн бұрын
hi! get it here: www.hojdee.com/courses-details/free-downloads and here's the tutorial on how to get it, if you run into any issues: kzbin.info/www/bejne/bqq1qaCrjp58nJYsi=770df6CkfG-jx-Cj
@Cyberex2 күн бұрын
Yeap, me neither, can you provide the link for your website ?
@HojDee2 күн бұрын
@@Cyberex there was some issue with the file. I've fixed it. download the textures file
@indigochoiart3 күн бұрын
Is there any way to download or buy your cell bombing MF file?
@HojDee3 күн бұрын
@@indigochoiart I've put it on my patreon. The link is in the description
@HojDee3 күн бұрын
@@indigochoiart it's also available in the epic's city sample project, if you have it.
@indigochoiart3 күн бұрын
@@HojDee thanks for the good work
@HojDee3 күн бұрын
@@indigochoiart glad to help :)
@프록시안Күн бұрын
내가 학생 때 이 영상을 봤었다면 지금 더 좋은곳에서 일하고 있었을 거야..
@HojDee10 сағат бұрын
sorry to hear that! hope you can work where you like
@anotherreality79514 күн бұрын
I think going through all the material is very time consuming. epic should make auto texture edit plugin.
@HojDee3 күн бұрын
@@anotherreality7951 you could just make it once and reuse it anywhere you want