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UE4 Tutorial 101 - Texture Projection 1/3 - Screen and World

  Рет қаралды 52,611

Rodrigo Villani

Rodrigo Villani

Күн бұрын

Пікірлер: 65
@MrChisnok
@MrChisnok 7 жыл бұрын
Amazing, I searched for something else but i decided to watch until the end. Don't regret it :) Learn some new stuff, i like the way to expand about things your doing and showing more then just straightforward. Thank You !
@RVillani
@RVillani 7 жыл бұрын
Thanks, Alex! Yeah, I like straight forward tuts when I'm in a hurry, but I like to show things in a manner that you learn how to create yourself, not just copy.
@CannabisTechLife
@CannabisTechLife 7 жыл бұрын
Hey! First of all, FANTASTIC TUTORIAL. Everything makes sense , is high res, and super easy to follow along. Secondly I would like to thank you for uploading this as it really helped me get around some troubling UVs for a personal project. It's amazing. Lastly I would like to add that an issue I originally had with the material, was that the UVs would stretch or squash in local vertex mode based off of how long / big my model was. I thankfully remembered your append U and V multiply trick to tile UVs and was able to connect that to each append after the breakfloat3 my multiplying them to the triplanar appends that connect to the texture asset. I thought this comment would help anyone else looking for help with that issue that was going along with your awesome tutorials. -Subbed
@RVillani
@RVillani 7 жыл бұрын
Thanks a lot for the kind words, mate! It's an amazing feeling that, by using knowledge aquired in the tutorial, you were able to fix a problem. It shows you really learned stuff and that's what it's all about! :D Thanks again! o/
@Torey3D
@Torey3D 3 жыл бұрын
Agreed, I really like the format of this tutorial, its very concise
@RVillani
@RVillani 3 жыл бұрын
Thank you, Torey! I hope I have time for more in the future :)
@Torey3D
@Torey3D 3 жыл бұрын
@@RVillani Gosh I just hope others follow your lead :) and Thanks again for taking the time to make them
@yusrighouse
@yusrighouse 2 жыл бұрын
triplanar mapping is exactly what I need for a project where UVs are impossible (procedurally generated models). Thanks for this! Also entertaining video. Subbed
@RVillani
@RVillani 2 жыл бұрын
Awesome! Thank you :D Yeah, that's exactly why I figured this out. I was working on a similar problem, with loads of unwrapped meshes. Don't forget to check out part 4, in case you have issues with normal mapping. It's more complex to fix, but sometimes required.
@Buklen
@Buklen 3 жыл бұрын
great tutorial, but I got lost here @11:08. For anyone who gets stuck like me, it's called the Scalar parameter
@RVillani
@RVillani 3 жыл бұрын
And you can create that by holding S before you left click the graph
@_marcus_vinicius
@_marcus_vinicius Жыл бұрын
Excelente tutorial, Rodrigo! Obrigado por compartilhar seu conhecimento!
@RVillani
@RVillani Жыл бұрын
Muito obrigado pelo elogio, Marcus!
@erikm9768
@erikm9768 6 жыл бұрын
Damn good tutorial!! Not too long, not too short, informative. Perfect actually. Subscribing hoping for more!
@Saidriak
@Saidriak 5 жыл бұрын
triplanar mapping for the win
@Mr_Dee
@Mr_Dee 4 ай бұрын
Saved my evening:)
@RVillani
@RVillani 4 ай бұрын
thanks for letting me know 🫶
@Mr_Dee
@Mr_Dee 4 ай бұрын
@@RVillani I now have a realtime shadowcatcher in UE5.4 with Motion Design. No more Composure plugin😜
@RVillani
@RVillani 4 ай бұрын
What do you mean with shadow catcher? Like something that receives 3D shadows but on top of a video/image background?
@Mr_Dee
@Mr_Dee 4 ай бұрын
@@RVillani exactly that!
@RVillani
@RVillani 4 ай бұрын
@@Mr_Dee that's cool! So I guess you used the screen mapping stuff
@hassanb.eclipseHassan
@hassanb.eclipseHassan 3 ай бұрын
Instead of screen mapping, can we lock the projection to the camera's viewpoint?
@johnline
@johnline 7 жыл бұрын
nice background piano music
@robojackmu
@robojackmu 4 жыл бұрын
Great tut, thx bro
@archcast5550
@archcast5550 6 жыл бұрын
MY HERO!!!
@healthysnack1803
@healthysnack1803 5 жыл бұрын
If i want to rotate the uv too ! how can i do that . Can someone help me with this .
@Neki2K1
@Neki2K1 Жыл бұрын
in unreal engine 5 Screen Position is Camera Position. I think too much change.
@dcontal1
@dcontal1 3 жыл бұрын
life saving tutorial still in 2020 none like this that I found
@shamanik1320
@shamanik1320 5 жыл бұрын
Where have these incredibly amazing and sexy tutorials been all this time?! ^^ Btw, I would work on your saying "horizontal". Lol, jk I knew what you were talking about.
@RVillani
@RVillani 4 жыл бұрын
lol thanks! I'm always trying to improve my accent. I was also saying result stressing the wrong syllable all the time XD
@RVillani
@RVillani 4 жыл бұрын
dammit! 1 year for me to see your comment here
@user-kx4nn9zl7n
@user-kx4nn9zl7n 7 жыл бұрын
Hey! Thanks very much for your video. Do you have considered the texture projection map in camera space. Its effect just seems in world space. When camera's parameters (such as the field of view, camera forward or camera up) change, the effect of texture projection will change simultaneously. I have tried to do this, but I do not know how to transform to camera space using camera parameters. So, can you publish a video or give me some suggests? I will be very very grateful.
@RVillani
@RVillani 7 жыл бұрын
白思晨 Thanks! If I understood correctly, you want to do triplanar projection that responds to camera direction and FOV. I've actually made something like that once. But if you can tell me how you want to use it, I'd probably know better how to help you. Send me an email on contact@rvillani.com
@victorsanches6687
@victorsanches6687 6 жыл бұрын
Ótimo tutorial amigo, pra evitar stretching no landscape tem que ser triplannar mapping mesmo né? Você sabe algum link em relação ao custo de usar triplannar mapping no shader? Obg.
@RVillani
@RVillani 6 жыл бұрын
Obrigado! Não lembro de nenhum que fale exatamente sobre o peso dele, mas eu sou paranóico com performance e vivo procurando essas coisas. O fator constante é: veja os calculos finais depois que o shader compila e compare. Tipo, vc fez sem triplannar e está dando 160 instruções. Aí vc coloca triplannar e dá 280. Então vc pode ter uma noção de o quanto mais pesado isso ficou. No final o que importa é se teu jogo ta rodando com o fps que precisa. Como exemplo, eu estou fazendo um projeto pessoal em VR e estou usando um shader triplannar em objetos que praticamente ocupam a tela inteira. Está bem dificil bater os 90fps, viu. Preciso economizar em outras coisas. Mas o Vive é como duas telas ~FullHD, então pra um game que vai rodar numa tela só seria tranquilo.
@victorsanches6687
@victorsanches6687 6 жыл бұрын
ok amigo, obrigado pela atenção.
@Monkok3D
@Monkok3D 3 жыл бұрын
How do you project a texture on a plane based on a certain camera coordinates? So that I could maybe switch it on the run
@RVillani
@RVillani 3 жыл бұрын
Arbitrary texture projection in the world is not something I know how to do by heart. I only did it once and I remember it wasn't easy. I should try to figure it out again and make a tutorial about it. It's an interesting challenge.
@HelderP1337
@HelderP1337 6 жыл бұрын
Do you know how I would rotate the texture in world scale?
@cortsmith1981
@cortsmith1981 7 жыл бұрын
Hey what version of Unreal Engine are you using for these two videos? I cannot seem to get the triplanar projection to work properly :/
@RVillani
@RVillani 7 жыл бұрын
It should work on any version. I didn't use any specific new feature. You must have messed some calculation up. Anyways, I'm using 4.15. Send me a print of your graph on facebook.com/rvillanigamedev and I'll try to help you when I have the time.
@cortsmith1981
@cortsmith1981 7 жыл бұрын
Thanks!
@Finkbom1
@Finkbom1 7 жыл бұрын
hi thanks for this- its great i have a question is it possible to lock or bake the tri planar projection on a particular frame so that you could use it with deforming /skinned objects so that it sticks to the object? this would be great
@RVillani
@RVillani 7 жыл бұрын
Thanks! I haven't tested it yet, but since 4.15 you can use the pre-skinned nodes (position and normal) instead of the vertex/pixelNormalWS and it will give you the vertex data as if your mesh hasn't been skinned. So, no matter how it bends, the texture is stuck to it. On the release docs: docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/4_15/index.html#new:pre-skinnedlocalnormalmaterialnode
@selimsaidi378
@selimsaidi378 5 жыл бұрын
is this possible to use standard box mapping or planar mapping ?
@RVillani
@RVillani 5 жыл бұрын
World is basically planar mapping. So it's possible. Box mapping is tri-planar mapping, which is in the next video.
@selimsaidi378
@selimsaidi378 5 жыл бұрын
@@RVillani thks 🙂
@TimeoutMegagameplays
@TimeoutMegagameplays 6 жыл бұрын
Foda! ;D
@tomoqi3235
@tomoqi3235 4 жыл бұрын
Your accent is so strange it's almost addictive
@JONminiminiME
@JONminiminiME 5 жыл бұрын
Your voice is so cute
@RVillani
@RVillani 5 жыл бұрын
Thanks xD
@Patallogus666
@Patallogus666 7 жыл бұрын
Eeee!!!
@thaissoares8603
@thaissoares8603 7 жыл бұрын
português?
@RVillani
@RVillani 7 жыл бұрын
Thais Soares então... Tá na fila. XD O problema é que preciso de grana sobrando pra parar pra fazer vídeos e no momento tô fazendo alguns jobs pra juntar essa grana.
@thaissoares8603
@thaissoares8603 7 жыл бұрын
edito pra você
@RVillani
@RVillani 7 жыл бұрын
Hummm interessante! Em troca de...?
@waltage
@waltage 3 жыл бұрын
look like screen position is for fake reflecton
@RVillani
@RVillani 3 жыл бұрын
no, that's a bad idea. Reflections should change when the object or the camera rotates.
@RVillani
@RVillani 3 жыл бұрын
Unless you use it with a scene capture from a different angle to make a mirror, but the planar reflection actor already does that
@waltage
@waltage 3 жыл бұрын
@@RVillani PLANAR reflection
@hassanb.eclipseHassan
@hassanb.eclipseHassan 3 ай бұрын
Instead of screen mapping, can we lock the projection to the camera's viewpoint?
@RVillani
@RVillani 3 ай бұрын
But that is screen mapping. The screen is the camera viewpoint. What are you looking to achieve, exactly?
@hassanb.eclipseHassan
@hassanb.eclipseHassan 3 ай бұрын
@@RVillani I'm looking into using the camera as a projector to display AI-generated images of a 3D environment based on scene z-depth. The idea is to project these images back into the scene using the same camera used for rendering. I came across a technique similar to this in a Blender tutorial here. thanks!
@RVillani
@RVillani 3 ай бұрын
@@hassanb.eclipseHassan so you mean projecting the texture from a specific point and direction in the world (the camera that did the rendering) and see that projection from a separate viewpoint (i.e. the player camera view)? If so, I think UE has a texture projection node, but I don't remember the name. It's something weird like ZAlignTexture. I used it once to fake caustics projection at the bottom of a pool, 6 years ago. Wasn't intuitive. I'll see if I can find out more, but in the mean time check out material nodes with Texture, Project, Align or Z in their name.
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