seamless texture/material across multiple tiles

Hey, I was wondering if it is possible to make a material so that a texture is consistent across it, I’m working with a hexagonal grid and I have a material for the top of the hexagon prisms, I would like the top surface of 2 hexagons that have the same heigh to look like one continuous texture, the idea being to be able to add some texture variations like macro/micro over multiple tiles.
I’ve been trying things for a while now and I can’t seem to figure it out.

Thanks in advance.

1 Like

This is a world aligned texture

2 Likes

Thanks, I ended up figuring it out yesterday mostly, found this video as well!, from you linking it here:

Turns out it’s a lot easier when you know what you’re looking for! (I’m just starting out from, well, not much background :D)

I wanted to remove the post or something, but It had to be verified and only went up when I was asleep!

I first had something that worked for every ones out of 2 rows of hexagons which I didn’t fully understand based of off this video: https://youtu.be/WlwfA4wd338
I played with it for a while but couldn’t quite get it right.

Then I found something with absolute world position that worked for the top flat for of the hex
UnrealEditor_PvsuAiPJYY
UnrealEditor_B0V1IT3Mis

Then I tried adapting it for vertical surfaces, but I wasn’t sure of the math, I ended up making another materials for the sides, but it was a bit stretched on some axis, I don’t have it setup anymore so I can’t take a screenshot of it.

I’m guessing this is what worlds aligned texture does more or less but does it better :D. I only saw the “solution” when I had turned off the pc, about to try it out now, thanks!

Another video about it actually that show a little bit what’s in it.

now there is one thing that bothers me, which is that if using that on a cube for example, there is no continuity of the texture from one face to another, I guess it might not be possible to achieve that even since i imagine you’d run into some issues for some faces at some point.

and also for vertical textures it seems it needs some tweaking to work properly for my usecase.

UnrealEditor_F7wc2QDPN9

1 Like

Continuity from one face to another is more difficult, because it depends on the scale of the object, among other things :slight_smile:

I’m working with objects of fixed size/scale here.
Since I’m only using a material that isn’t used on the horizontal plane maybe it would be quite doable?
Would the object scale be used to tile the texture so it’s proportional the the faces scale?

Also since you wouldn’t be seeing all faces at once, but 4 faces simultaneously at most, it only has to tile nicely from the user’s perspective :thinking:

1 Like

Yes, world aligned only really looks good in one plane.

If you want to fix the sides of the cubes there, you could try some sort of procedural projection, but I don’t think it would work to well…

You can see here, WA does not work for this sort of scenario

mmm yeah, well I did notice that putting a high value for projection transition contrasts seems to remove (I’m not sure exactly), something projected from the other face, so I don’t have those lines crossing from the opposite directions, so things look a bit better.

UnrealEditor_8UkwIMtp3x
But only the 2 (opposite faces) have the correct scaling while the other 4 have a distorted scaling, it seems to be about the same result as i achieved yesterday and that I tried, unsuccessfully to fix.

and then for two of those faces it the texture runs into itself:
UnrealEditor_i1e2cES84P
I feel like if I could just shift the perspective from which this is applied, it might work alright actually.
At least for those 3 lateral faces, since it wouldn’t work for the top one but that could be alright.

It’s not too bad as is for some fixed textures currently, the texture is in fact continuous but there is a symmetry on that edge

I feel like that plane for the texture symetry would be rorated so it’s always 90° from the position of the user on the x,y plane it would be perfectly fine.

The quickest and easiest way to shift where the texture is applied from, is to just rotate the whole scene :slight_smile:

that doesn’t sound healthy :o

I’m going to give this a try: https://youtu.be/pXOknekvmwE
I guess the distortion is due to the direction the texture is projected from, so i’m guessing a custom function could fix that.

Just try it to check it out. The vid you linked is the same technique you’re already using :slight_smile:

yeah I understand it’s not going to make the texture continuous across all the faces, but mostly I want it to look so the material is continuous from one face to another, the blending he uses there seems like it would contribute to that effect.
The noise is continuous here: https://www.youtube.com/watch?v=pXOknekvmwE&t=421s

Rotating the meshe was a nice call! Here’s how it looks with a 30° rotation, no more deformation.

UnrealEditor_sG4GrvTdMm
UnrealEditor_pFK2HRrnkO

1 Like

That noise trick seems to be pretty neat for this.
(some sides are still distorted on this screenshot because I haven’t rotated the grid)


Although this makes me think, if the noise itself is 3D or whatever so it tiles on those faces, then surely there has to be a way to generate textures that would also do that?

You just can’t see the noise doesn’t tile properly :slight_smile:

What do you mean? The texture bellow won’t, but I think the noise pattern does tile properly

You’re using the same mapping system for both textures, so the noise will have the same limitations as the grid. You just can’t see it as obviously with the noise.

I’m not sure, but I don’t think that is true, the noise thing does appear to be seamless.





Try using the same scale for your grid.

like so? same material applied on the hexagon grid?
(I’m not sure if that’s what you were asking.

There is still the symetry problem of the texture bellow the mask, but the noise pattern itself doesn’t seem to have those issues as far as I can tell

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.