No More Texture Repetition! Cell Bombing in Unreal Engine Materials

  Рет қаралды 22,599

Hoj Dee

Hoj Dee

Күн бұрын

Пікірлер: 94
@inwardocean
@inwardocean 4 күн бұрын
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!
@HojDee
@HojDee 4 күн бұрын
@@inwardocean glad to help :)
@mia_bentzen
@mia_bentzen 3 күн бұрын
Be careful of doing this too much, as it will start to affect performance
@MrYuzuro
@MrYuzuro 2 күн бұрын
Bro this is incredible. You have no idea for how long i have been trying to find this.
@HojDee
@HojDee Күн бұрын
glad I could help
@rileyb3d
@rileyb3d 4 күн бұрын
Fantastic work! Recommending your channel to my discord.
@HojDee
@HojDee 3 күн бұрын
@@rileyb3d thanks man! I appreciate it :)
@YazdaniPlays
@YazdaniPlays 3 күн бұрын
You are absolutely killing it bruh, I learned a lot from you
@HojDee
@HojDee 3 күн бұрын
glad to hear that man :)
@manzoo_3096
@manzoo_3096 Күн бұрын
4:10 you don't need saturate node. The texture's Alpha output is already in the range 0.0 to 1.0
@HojDee
@HojDee Күн 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
@morty4423
@morty4423 21 сағат бұрын
best tutorial by far thank you.
@HojDee
@HojDee 10 сағат бұрын
glad you liked it :)
@John_atCTS
@John_atCTS 3 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!
@HojDee
@HojDee 3 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_atCTS
@John_atCTS 3 күн бұрын
@@HojDee - thanks. Would be nice if Epic eventually makes it a built-in Node!
@alltradesjack6594
@alltradesjack6594 3 күн бұрын
Excellent bit of knowledge. Thanks a lot for sharing it!
@HojDee
@HojDee 3 күн бұрын
@@alltradesjack6594 glad you liked it man :)
@loganasaurusrex8246
@loganasaurusrex8246 4 күн бұрын
FINALLY! I’ve been trying to do something like this for AGES!
@HojDee
@HojDee 3 күн бұрын
@@loganasaurusrex8246 glad I could help :)
@galravid-tal8517
@galravid-tal8517 4 күн бұрын
Thank you so much for making this video! Your content is great and the way you explain things is so understandable.
@HojDee
@HojDee 3 күн бұрын
@@galravid-tal8517 glad you liked it :)
@tomasgomez9925
@tomasgomez9925 3 күн бұрын
Awesome! Will keep it when I create a new environment :)
@HojDee
@HojDee 3 күн бұрын
great :)
@boriskourt
@boriskourt 3 күн бұрын
Thanks! This is a great explanation. Looking forward to de-tile my landscapes :)
@HojDee
@HojDee 3 күн бұрын
glad it helped :)
@juanmilanese
@juanmilanese 3 күн бұрын
quality tutorial man...
@HojDee
@HojDee 2 күн бұрын
thanks!
@LexFomin
@LexFomin 3 күн бұрын
Very cool, I use similar techniq in redshift. Thank you!
@HojDee
@HojDee 3 күн бұрын
@@LexFomin you're welcome :) Yeah, it's math stuff. It can be done in any engine I think
@dimaananyev5336
@dimaananyev5336 3 күн бұрын
Алексей, привет! Прикольно встретить здесь своего приятеля. Такого рода инструменты есть много где , в короне например, но для анриала урок весьма полезный.
@youngsiks5434
@youngsiks5434 Күн 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!
@HojDee
@HojDee 10 сағат бұрын
patterned textures are a bit tricky. I'll make a video when I find a solid solution
@arefrazavi6884
@arefrazavi6884 3 күн бұрын
good job
@HojDee
@HojDee 2 күн бұрын
thanks
@전민영-p1q
@전민영-p1q 3 күн бұрын
Thanks!!!
@HojDee
@HojDee 3 күн бұрын
you're welcome man :)
@ilyachernobrov
@ilyachernobrov 4 күн бұрын
Thanks a lot!
@HojDee
@HojDee 4 күн бұрын
@@ilyachernobrov you're welcome man :)
@Mikefiser
@Mikefiser 2 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?
@HojDee
@HojDee 2 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_PaXu
@ArchViz_PaXu 3 күн бұрын
Hi, Thanks for tut, I have problem when use displacement appear both texture cell , how to only make displacement for main texture?
@HojDee
@HojDee 2 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_hosseini
@Archviz_hosseini Күн бұрын
god bless youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu 😭
@HojDee
@HojDee Күн бұрын
thanks man
@tomastoegel4973
@tomastoegel4973 3 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.
@HojDee
@HojDee 3 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
@samonogram2631
@samonogram2631 4 күн бұрын
what's the difference with using texture variation nodes?
@carlosrivadulla8903
@carlosrivadulla8903 4 күн бұрын
I was about to ask the same. That node does the trick
@DamienRamirez
@DamienRamirez 4 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.
@HojDee
@HojDee 3 күн бұрын
@@DamienRamirez thanks for the explanation
@SirRebonack
@SirRebonack 4 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.
@HojDee
@HojDee 3 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.
@nikoheino3927
@nikoheino3927 3 күн бұрын
not sure how its handled here, but atleast in most programming languages, the compiler optimized most divisions into multiplications.
@SirRebonack
@SirRebonack 3 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.
@nikoheino3927
@nikoheino3927 2 күн бұрын
@@SirRebonack oh okay, good to know.
@Grigga
@Grigga 3 күн бұрын
is there a way with simpler nodes to make random rotation? its to heavy the way you show it...
@HojDee
@HojDee 3 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
@KaiserKaddu
@KaiserKaddu 2 күн бұрын
I cant find the voronoi texture in the files...
@HojDee
@HojDee 2 күн бұрын
there was some issue with the file. I've fixed it. download the textures file
@VeganApps
@VeganApps 2 күн бұрын
TextureVariation node is also useful... oO
@HojDee
@HojDee 2 күн бұрын
yeah. I'll make a video about it in the future
@gone41674
@gone41674 2 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?
@gone41674
@gone41674 2 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.
@HojDee
@HojDee Күн 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
@gone41674
@gone41674 Күн 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.
@HojDee
@HojDee 10 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-g4g
@alimirza-g4g 2 күн бұрын
I have a problem when I choose the modeling option, there are no tools
@HojDee
@HojDee 2 күн бұрын
maybe the plugin is not enabled
@simonb1009
@simonb1009 4 күн бұрын
What is difference between cell bombing and texture bombing?
@HojDee
@HojDee 4 күн бұрын
@@simonb1009 the method is different. cell bombing is cheaper and works better in my opinion
@HojDee
@HojDee 4 күн бұрын
@@simonb1009 watch this video to learn more about texture bombing kzbin.info/www/bejne/iZetimabYpiqrbssi=v9Vs-QccW6OJlX7l
@MarkEntingh
@MarkEntingh 3 күн бұрын
I think the most important question is, how expensive is this method on the GPU?
@HojDee
@HojDee 2 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
@omniplay4686
@omniplay4686 3 күн бұрын
Does this have some impact on the performance?
@thutmosisSeven
@thutmosisSeven 3 күн бұрын
Yes, a bit, because of the indirect texture call that may invalidate the texture cache.
@HojDee
@HojDee 3 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
@omniplay4686
@omniplay4686 3 күн бұрын
@@thutmosisSeven Thanks for the info!
@omniplay4686
@omniplay4686 3 күн бұрын
@@HojDee Appreciate it!
@kovalevtimofei85
@kovalevtimofei85 3 күн бұрын
Hi! can t find cell texture. Can you give direct link? thanks
@HojDee
@HojDee 3 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
@Cyberex
@Cyberex 2 күн бұрын
Yeap, me neither, can you provide the link for your website ?
@HojDee
@HojDee 2 күн бұрын
@@Cyberex there was some issue with the file. I've fixed it. download the textures file
@indigochoiart
@indigochoiart 3 күн бұрын
Is there any way to download or buy your cell bombing MF file?
@HojDee
@HojDee 3 күн бұрын
@@indigochoiart I've put it on my patreon. The link is in the description
@HojDee
@HojDee 3 күн бұрын
@@indigochoiart it's also available in the epic's city sample project, if you have it.
@indigochoiart
@indigochoiart 3 күн бұрын
@@HojDee thanks for the good work
@HojDee
@HojDee 3 күн бұрын
@@indigochoiart glad to help :)
@프록시안
@프록시안 Күн бұрын
내가 학생 때 이 영상을 봤었다면 지금 더 좋은곳에서 일하고 있었을 거야..
@HojDee
@HojDee 10 сағат бұрын
sorry to hear that! hope you can work where you like
@anotherreality7951
@anotherreality7951 4 күн бұрын
I think going through all the material is very time consuming. epic should make auto texture edit plugin.
@HojDee
@HojDee 3 күн бұрын
@@anotherreality7951 you could just make it once and reuse it anywhere you want
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