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Where/When to apply materials? REVIT > 3DS > UE4

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    #16
    You can do the same in Max, as the UV modifiers have a channel selector with them. I prefer to keep them in the UV space for the simple fact that if I want to create a custom UV map in photoshop, the "Render UVW template.. iirc", only renders what is inside the UV space, nothing outside of it.

    I was looking at tessellation and displacement mapping today, and the recommendation from major sources is that you don't want to use seams in the UV map. You want to separate all of the polygons out, normalize them, and then pad them.

    I wish the Unreal Engine (and all the other ones I believe), allowed you to use multiple UV channels, and select what channel you wanted to use for what. In UE4, there could be a setting in the material editor for "Lightmap UV Channel", and then you could add a variable to tell it what channel you wanted for your Lightmap. The same could be applied for other shader-specific things, like normal maps, displacement, tessellation, etc.. Not sure how that would work seeing how I know nothing about shader programming, but it seems like it would be a cool feature to implement.
    WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
    World Machine to UE4 Export Macro
    WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

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      #17
      Originally posted by StephaBon View Post
      For a typical small tiling texture, you just multiply (M +Click) a TextureCoordinate node (U + Click) by a Scalar Parameter (S + Click) and feed it into the UVs of your texture sampler. It's super quick and you can edit it in real time if you make a material instance.
      Thanks StephaBon, I'll give this a shot this evening.


      Originally posted by SaviorNT View Post
      You can do the same in Max, as the UV modifiers have a channel selector with them. I prefer to keep them in the UV space for the simple fact that if I want to create a custom UV map in photoshop, the "Render UVW template.. iirc", only renders what is inside the UV space, nothing outside of it.
      So for a large brick wall would you have a giant texture big enough to fit over the whole thing? or break it down into parts?

      Originally posted by SaviorNT View Post
      I was looking at tessellation and displacement mapping today, and the recommendation from major sources is that you don't want to use seams in the UV map. You want to separate all of the polygons out, normalize them, and then pad them.
      That 'Lumion to Revit Bridge' add-on unjoins everything, it seem like it would be a lot of work on a tileable material trying to line up all your seams so the textures are running the right way. I find I'm having trouble in the Unwrap UVW modifier keeping all my polys the same scale relative to each other (so the bricks are the same size along every piece), I'm sure that's just something easy I'm missing though.

      Have you guys tried any of those Substance programs for UE4? It seems like a nice tool to help in UE4, although that might just be me being naive haha.
      James Gallagher

      Architectural Technologist, P3Architecture Partnership

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        #18
        It's a VERY nice tool!!! Get it, get it now. It reminds me of a very old tool called Deep Paint. You import the model, and then directly "paint" onto the object. The program is responsible for the tiling and proper alignment of those textures onto the UVW map. As far as getting a tileable material that tiles acrosses multiple objects.. well, that's a whole different monster. Proper planning and all of that.

        To "un-seam" everything, you can just use a UV Mapping Clear modifier on it with the proper channel. That will clear the map. Then apply an unwrap on it, and then normalize -> pad.


        edit: you can also directly texture using photoshop, but it's a fickle beast to say the least. Completely uncooperative.
        WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
        World Machine to UE4 Export Macro
        WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

        Comment

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