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Randomized tiling function, eliminate repeating patterns in your textures!

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  • replied
    Originally posted by Vulkanic Anton View Post
    I also had a D3DCompile error, but i managed to fix it by replacing HLSL hash function with material nodes
    Bless you! I was just starting to track down why I was getting a D3DCompile error and this resolved it.

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  • replied
    thank u dude

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  • replied
    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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  • replied
    is this working with Triplanarity and voxels?

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  • replied
    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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  • replied
    @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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  • replied
    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.

    Click image for larger version

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  • replied
    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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  • replied
    Pack height into B channel of normal and derive Z

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  • replied
    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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  • replied
    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:

    Click image for larger version

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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.

    Click image for larger version

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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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  • replied
    So I tried out the new taa blend version, and it works. The biggest issue I have is that I am using a runtime virtual texture for my landscape, and it throws a d3d compile error only when trying to output to and then sample from it. I was hoping to be able to use it since it is an easier setup than the other method, but since there is also other some other weirdness with the shader and d3d errors when using other functions, I assume it may be caused my the same issue. I am not versed in the complexities of custom shader code, but in the future if a fix is released that will allow it to function with runtime virtual textures, this will be a game changer

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  • replied
    Hi, is there an simple example how to combine Randomizing Tilling and Layer bland?
    My problem is that Param Text Object can't join to node Layer Bland. Sorry, bad speak english.I Use Translate

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  • replied
    Originally posted by LucianoJacomeli View Post
    you used the array texture? if you use the virtual texture the performance will improve?
    I haven't used array textures for the material yet, they could be neat for different textures on the side of the tri-planar mapping or even to select a random texture per tile (You'd plug in a bunch of similar grass textures for example). For the current temporal blending based solution virtual texturing isn't too great, but for a version, without temporal techniques, it would bring large performance improvements. (Also with virtual texturing you could use that same virtual texture to blend in your static meshes, but I couldn't get the World Height virtual texture to work yet.)

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  • replied
    you used the array texture? if you use the virtual texture the performance will improve?

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