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Randomized tiling function, eliminate repeating patterns in your textures!

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    #46
    I also had a D3DCompile error, but i managed to fix it by replacing HLSL hash function with material nodes. I'm guessing the problem of original function is that it's getting Sin of Float2 which is not possible in Unreal for some reason. You can check it by doing simple test:

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    So i created this material function which is getting Sin before appending vector and replaced calls to Hash in TileFunction (its 3 of them in total). Now i don't have the error.

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    I hope i didn't mess matrix multiplication because i'm not really good in math

    Btw, it's recommended by Epic to always try using material graphs instead of custom expressions, because it's better for performance and stability.

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      #47
      Originally posted by June Paik View Post
      So i created this material function which is getting Sin before appending vector and replaced calls to Hash in TileFunction (its 3 of them in total). Now i don't have the error.
      Holy moly. Thank you so much for this! This did the trick! I implemented this, and got my landscape mat to compile using RVT. Awesome stuff. Goodbye texture tiling

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        #48
        Pack height into B channel of normal and derive Z

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          #49
          This looks really useful. It's a shame my UE material experience is ****. Thanks for sharing and am looking forward to being able to understand it one day.

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            #50
            Is it possible to have the material also working on the z axis ? Because actually it's very good for flat landscape but i would like to also use it with meshes.

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              #51
              @witch-dev Very thankful for this remarkable work. I have a little question though... Could you make a small tutorial of how you combined NormalAOandHeight in one texture. and same for albedoRoughness. Or just couple of words so that I could try my own or a source where I can learn.Thank you in advance.!
              Last edited by Cenitros; 04-22-2020, 12:37 PM.

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                #52
                Originally posted by Cenitros View Post
                @witch-dev Very thankful for this remarkable work. I have a little question though... Could you make a small tutorial of how you combined NormalAOandHeight in one texture. and same for albedoRoughness. Or just couple of words so that I could try my own or a source where I can learn.Thank you in advance.!
                I found how you did it with reverse engineering. Just for the other dummies on how you should setup your texture is

                For Normal Map = RG - Normal , B - AO, Alpha - Height. Do not forget to select BC7 (DX11, optional A) from texture setting.
                For Albedo = RGB - Albedo , Alpha - Roughness.

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                  #53
                  is this working with Triplanarity and voxels?

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                    #54
                    Originally posted by JamesEmory View Post
                    Working on making this triplanar for those hoping for a solution. Will post once progress is made.
                    Did you ever make any progress with this? I'm currently working on triplanar mapping using this (and using world space normals) and I'm very close but the normals are giving me problems. it seems the "side" material is being stretched in one axis.

                    Material Editor Normals preview:
                    https://i.imgur.com/eBEJeA0.png

                    Material applied (Bottom right is correct):
                    https://i.imgur.com/Zxc0Min.png

                    Also, when I true the bool rotateTiles I get all kinds of nonsense:
                    https://i.imgur.com/gkF5Q2y.png

                    Huh..I'm missing something here..
                    Last edited by slavensb; 04-30-2020, 06:57 AM.

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                      #55
                      thank u dude

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