TexCoord discontinuity for World Position Offset

Hello Unreal Community !

A bit of context, I’m currently working with Quixel Bridge foliages and trying to tweak the parent foliage material so I can give a wind direction and have foliages sway in the correct direction (I’m on a rifle simulation project, player should be able to guess wind direction from the herbs and leaves movement).

I’ve been following the really good CodeLikeMe tutorial, and it almost got me where i wanted to, except for one thing : somehow, it seems default TexCoord doesn’t match the foliage materials I downloaded fron quixel, and the foliages end up being dettached instead of just swaying back and forth, as seen in this picture.

My guess is TexCoord is not the best way to go, but I’m kinda new to materials so I’d appreciate some suggestions/explaination.

If you wanna havce a look at my implementation or test it, my blueprint here.

Thanks in advance !

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Have you tried turning off Nanite? ( for the meshes in question )

Do you mean turning off “Enable Nanite Support” ? It’s off by default on my meshes, not very familiar with Nanite either so I try not to use it until I understand how it works a bit better.

Yes. So that’s not it then… :slight_smile:

Having looked at the tutorial, I’d say it only works because the mesh is very flat and simple.

Better off looking at the simple grass wind node first

If that doesn’t give you enough control, then you need pivot painter wind

This is exactly what I needed ! I stayed away from the SimpleGrassWind node due to the lack of directionnal control, but this tutorial offers a great alternative, which also work with Quixel so far, just have to replace the SimpleGrassWind in basic Quixel parent foliage material. Thanks a lot !

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