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Randomized tiling function, eliminate repeating patterns in your textures!
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Solo-Paul repliedso it wont work for default textures? i guess i need to merge textures myself. or add addition textureobjects somehow?
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Magneto repliedOriginally posted by witch-dev View PostI've uploaded an example project: https://github.com/WitchDev/RandomizedTilingMaterials
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witch-dev repliedI've uploaded an example project: https://github.com/WitchDev/RandomizedTilingMaterials
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Thunder_Owl repliedOriginally posted by witch-dev View Post
I'll try to upload an example project within a few days to show how it works (with an updated version of the function).Thank You.
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witch-dev repliedOriginally posted by Magneto View Post
Thanks though I had done that already. It’s using it within a material that im unsure of. I added the material function call and im unsure what half the inputs and outputs need to be set as with good results?
I did manage to get something to appear after messing about but it doesn’t look right but I can see the tiled effect which is cool!
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Magneto repliedOriginally posted by n00854180t View Post
First create a new Material Function asset.
Copy the text from the .txt file OP attached.
Paste into the window of the Material Function.
Then you can use it in a Material.
I did manage to get something to appear after messing about but it doesn’t look right but I can see the tiled effect which is cool!
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n00854180t repliedOriginally posted by Magneto View PostThis looks really useful but I've never used a material function before so just wondering if someone could do a quick step by step guide to get it working?
Ill take a look at youtube in the meantime but it would be helpful for everyone who comes across this in future to get this working quickly. Thanks!
Copy the text from the .txt file OP attached.
Paste into the window of the Material Function.
Then you can use it in a Material.
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Magneto repliedThis looks really useful but I've never used a material function before so just wondering if someone could do a quick step by step guide to get it working?
Ill take a look at youtube in the meantime but it would be helpful for everyone who comes across this in future to get this working quickly. Thanks!
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Bariudol repliedThis is amazing. I was looking into building something like this and found your function. Thanks!
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witch-dev repliedOriginally posted by Gallonmate View PostWoah awesome. Just wanted to confirm I pasted this into a 4.20 project.Like you said the texture samples don't have RBGA in older ue4, so there's just nothing connected from the textures. But by just wiring the color and normal map anyways, the function still basically works in 4.20.
Also here's a blueprint reader with your code pasted for others to view the code setup https://blueprintue.com/blueprint/l3n_xi28/
I wonder if this can be used in an ocean material or other applications.
Regarding the ocean material, you can definetely apply panning to the individual texture samplers and you can even pan the tiles for the samplers around. I'm not certain that it is ideal for oceans though.
Also, I noticed that one of the texture coordinate inputs is connected directly to "texcoord" and not the function input, if someone uses the function that should be fixed. Else you might run into weird behaviour when changing the input into the function.
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Gallonmate repliedWoah awesome. Just wanted to confirm I pasted this into a 4.20 project.Like you said the texture samples don't have RBGA in older ue4, so there's just nothing connected from the textures. But by just wiring the color and normal map anyways, the function still basically works in 4.20.
Also here's a blueprint reader with your code pasted for others to view the code setup https://blueprintue.com/blueprint/l3n_xi28/
I wonder if this can be used in an ocean material or other applications.Last edited by Gallonmate; 04-05-2019, 01:24 PM.
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