Unreal Engine 5.3 - Sticky Triplanar Projection/Mapping

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renderBucket

renderBucket

8 ай бұрын

Unreal Engine 5.3 - Sticky Triplanar Projection/Mapping Tutorial
Topic: Triplanar Mapping In Unreal - Step By Step Tutorial
In this video we take a look at setting up Triplanar Mapping/Projection, the ability to project textures on to surfaces regardless of UVs in Top, Front and Side angles. This can be useful for Landscapes, Environment Pieces, or Masking Snow or Dirt and Grunge on top of UVs.
This video also explores how you can make these Projections stick for simple Translate or Movement of the objects as well.
For Object Based Triplanar Which Will Support Rotations Make The Following Modifications:
1. Connect Absolute World Position Node to a Transform Position Node (World Space To Local Space)
2. Connect the VertexNormalWS Node to a Transform Vector Node (World Space To Local Space).
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Tags:
Unreal Engine Tutorials, Unreal Engine 5.3, Triplanar Mapping, Texture Mapping, Unreal Material, Unreal Shading, Shader Techniques, Texture Blending, Landscape Materials, Unreal Beginner Tutorials, Triplanar Projection, Unreal Engine 5 Texture Tutorial

Пікірлер: 33
@MonsterJuiced
@MonsterJuiced 8 ай бұрын
I LOVE triplanar mapping, it was especially useful for a quick visualisation and decal splatting. This tutorial is incredibly valuable man thank you
@mariansuran2426
@mariansuran2426 6 ай бұрын
For simplification, you can use WorldAlignedTexture and WorldAlignedNormal nodes and also some other variants, which are already there since UE4, so no need for creating a custom triplanar mapping. Those nodes have input values for texture scaling and custom position and normal inputs so you can provide world space to local space transformed vectors as well, if you need your texture to stick on moving objects.
@rzaman-gg6en
@rzaman-gg6en Ай бұрын
So would this do the same thing but also follow the object's rotation? Because that's what I'd need.
@-SL
@-SL 7 ай бұрын
Absolutely brilliant. Finally a clear explanation of the nodes and what they do and why . A great tutorial! Keep it up! New fan here :)
@AfterGlowCameras
@AfterGlowCameras 7 ай бұрын
Amazing! I tried this on a landscape and it worked great, thanks so much
@NeonFraction
@NeonFraction 8 ай бұрын
Thanks! This is very useful!
@sergeykoshelev4566
@sergeykoshelev4566 4 ай бұрын
Many kudos to You. Looks like it's relatively cheap on resources too. I made it in to material function and added second conversion to local on object position.
@redsnow936
@redsnow936 8 ай бұрын
Maan thank you, your tutorials are the best! i love ur style, i love the efficeincy of ur workflow, this helps a lot! i am more then 4 years in 3d graphics and i really apreciate what u do, very usefull info as technical artist!
@wottop4943
@wottop4943 8 ай бұрын
Thank you for this!!!! This is very cool!!!
@snookofficial7211
@snookofficial7211 24 күн бұрын
Great video, well explained! Thanks
@renderbucket
@renderbucket 8 ай бұрын
Check out the description for links for more useful resources and Tips! Like how to also Support Object Rotations With Triplanar Mapping. Interested In How That Rock At The Start Of The Video Was Created? Interested In Technical Shading or Shader Coding? Check out the Channel for more videos!
@EddyNewhope
@EddyNewhope 8 ай бұрын
Very helpful! Thanks much. For the sticky rotation to work properly, it looks like the Transform (WS to LS) needs to go after the scale multiply and before the BreakOutFloat3 rather than after the AbsoluteWP. I could be confused but that's how I got it to work on my end. Thanks again! Great stuff.
@galiafvelikiy4615
@galiafvelikiy4615 8 ай бұрын
just WOW!!! Thanks a LOT!!!!!!
@rzaman-gg6en
@rzaman-gg6en Ай бұрын
Is there any way to make it match the object rotation as well? (Like the position compensation you did at the end) I've been looking everywhere for a solution to that.
@ninadruzhkova4341
@ninadruzhkova4341 21 күн бұрын
you are superstar, thank you
@ali.3d
@ali.3d 5 ай бұрын
Amazing video as always! I've found when using the Sticky Rotation method - the blending seams of textures on curved surfaces are very stretched and much more apparent. Anyone have any idea why using the TransformPosition node causes this? Those stretch artifacts don't seem to appear on the regular triplanar setup.
@RohanGulig
@RohanGulig 6 ай бұрын
what about Z axis ?? will it work for Z axis also ??
@lasereyes5720
@lasereyes5720 6 ай бұрын
at the 13 minute mark , coudn't we use 2 'Max' instead of 2 'add' to avoid the bleedover brightness ? Am to lazy to check.
@fleity
@fleity 8 ай бұрын
"Sticky" or static mapping by subtracting by object position is only helpful if you want to have scaling and rotation still act as if in world space. The easier way (which includes those too parameters into the projection) is to just use object space positions instead of world positions.
@AlexandrosDemetriades67
@AlexandrosDemetriades67 7 ай бұрын
can you be more specific as I would like to lock both pos and rot at the same time? thx
@fleity
@fleity 7 ай бұрын
@@AlexandrosDemetriades67 instead of Absolute World Pos - Object Pos (Absolute) use the local space vertex position, not sure about the node name from the top of my head, something like object space, or local space position. It's important that this position is per vertex and not from the entire objects transform position
@AlexandrosDemetriades67
@AlexandrosDemetriades67 7 ай бұрын
@@fleity Thank you
@AlexandrosDemetriades67
@AlexandrosDemetriades67 7 ай бұрын
Thanks@@fleity
@davidratajczak8408
@davidratajczak8408 Ай бұрын
That's crazy to have to do all these steps for a simple triplanar texturing hahaha
@williamlacrosse9389
@williamlacrosse9389 Ай бұрын
Do not consider UE5 like maya, 3dsmax, C4D, blender or something else. Create a tool and use it several times, share it, enhance it.
@providencevfx_official
@providencevfx_official Ай бұрын
@@williamlacrosse9389 Lol
@AlexisSanchez-ss3il
@AlexisSanchez-ss3il 8 ай бұрын
What about using this feature with an skeletal mesh using an animation? I've tried replacing the object position with the Pre-Skinned location trough a vertex interpolator but does not work. How I should approach this?
@renderbucket
@renderbucket 8 ай бұрын
For deforming meshes like characters and rigged assets UV coordinates and proper unwrapping are most suited for those situations.
@quantumdeconstructor
@quantumdeconstructor 8 ай бұрын
Nice! What about sticky rotation?
@renderbucket
@renderbucket 8 ай бұрын
Check the description. It has Instructions for object based triplanar with sticky rotation. 🙂
@carlosrivadulla8903
@carlosrivadulla8903 8 ай бұрын
16:30 using a "transform position" node after AWP would fix the projection onto the obj as well?
@renderbucket
@renderbucket 8 ай бұрын
Yep! Exactly. Added the instructions for this in the description it just requires a couple modifications to the network to make it object based triplanar with sticky rotations.
@AlexandrosDemetriades67
@AlexandrosDemetriades67 7 ай бұрын
but can you do both rotation and position at the same time? @@renderbucket
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