Understanding Texture Maps - Shader Graph Basics - Episode 5

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In this beginner tutorial, we go over texture mapping. I walk you through the high level workflow for creating textures and getting them into the engine. I also go over the factors that control the size of textures in memory and how to control the amount of memory to get the right balance between quality and memory usage in both Unreal 5 and Unity.

Here are the links to the 2 earler videos that I recommended you watch:

Basics of PBR Rendering:

Texture Compression:

Here's a video that goes over the sRGB setting and what it means to apply gamma correction to a texture:

Here's last week's video - Basic Shader Math:

And here's the playlist for the whole series:

Learn more!

Web Resources

Shader Book Recommendations

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Theme Music
Peace in the Circuitry - Glitch Hop

Background Music
Sappheiros & Almaa - Dreams

#UnrealEngine #Unity #Textures
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Ben you are a hidden gem of YouTube learning! I've learned so much about shaders, thanks to you!

The difference between quality of content and number of views just doesn't compute at all. In retrospect I was just incredibly lucky to have found your channel half a year ago. Nothing else out there teaches as well about shaders as you do.

artemaung
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After spending lot of time searching on YouTube for learning shaders, I have found your channel. YouTube is so unfair, always recommended me low quality channels, this channel must be on top while searching about shader and game dev. Thanks to you Ben.

hassambinhassan
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This is what I'm looking for to explain Texture compressing in *Engine* clearly!

AImagery
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That was really the perfect place to explain why people should or shouldn't tick the "Power of two" box ;)

maximemouret
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Unreal Engine is a good software, and now I have met a good teacher, thanks you Ben

DesertStormXQ
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Sir Shader Ben,
Thank you so much for taking the time to create all these brilliant tutorials and share with us your knowledge. I was looking for a great teacher and I've found one. I can't wait for the next one!
Cheers!

guscodie
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You have some of the most interesting and well explained tutorials. Creating a interactive mud with a ground deformation would be really cool to see.

floki
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Hi Ben, just recently discovered your channel. Amazing, is all I can say. I have always wondered how shaders worked, and your easy-to-understand explanations are just so good. It is always exciting to take a peek behind the curtain, so to speak. And the fact that you have so much experience is refreshing. I am also no spring chicken myslef anymore, and to learn from someone that has probably learned the hard way (before Youtube days) brings this extra level of understanding that is missing from a lot of the Youtube training today. It also seems that this training will help tremendously in creating materials in C4d/Maya etc, especially since I use Redshift which also allows for node-based setup. This is definitely Udemy/Varsity level training, I am honored sir. Also thank you for doing this training on both Unity and Unreal. I would love to switch to Unreal, but I am a C# developer of many years, so to learn C++ seems to go backwards a bit. But now I feel if I am ready to make the switch, at least some of the elements in Unreal will be familiar to me, thanks to you.

FrankTank
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This whole series has been so insanely helpful. Thank you so much for making these videos and explaining things in such an easy to understand way!

JacobPernell
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How eloquent those tutorials are!
Really enjoying.

alborznazari
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all my doubts and questions about what to use when have been eliminated. those doubts etc also came from wrongly created marketplace assets, so be careful ;) rather do it yourself I guess!! Thanks so much for clarifying and explaining everything. I knew I should go through all your episodes not just the triplanar one which is how I found you actually <3

psy
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Amazing content, been learning so much from you, please keep up with this kind of content, thank you!

tiagoballin
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wow ! learned a great deal about optimizing textures in UE . Thank you Ben

behrampatel
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I am loving this series, as a Unity user is great to see how things translate in Unreal! I was ye I know PBR and texture and still you surprised me and I learnt something new about compression!

FerdiFerdi
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I'm studying game art atm, aspiring to be a lighting/tech artist, and this video just saved my day. Had a squirrely little texture that UE compressed too much for my liking, but now it’s behaving thanks to you! :)
Some future topics an aspiring tech artist would love to know about:
- How to do performance checks and find out the relative cost of different things in the game (some things I just know *are* costly, but I have no clue of *how* much comparatively)
- More advanced vector math for shaders. I’ve come across a few shaders that use dot products and cross products and whatnot (to calculate falloff, I think it was??) but I find it hard to visualize what it actually is/does. And more importantly, when and how to use it?
- Deciding on performance budget
- Shaders that are dependant on the camera angle (thinking specifically of the glittery sand in Journey)
Thanks again 😊

foxen
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Harika bir anlatım olmuş. Çok şey öğrendim. Eğitim seriniz için teşekkürler.

KineticQuasar
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thanks again Ben, this one has invaluable info!

juanmilanese
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I’m a huge fan of your content Ben. One thing I don’t get is why single channel textures are that expensive in comparison to others that have more channels.

mariamshoshiashvili
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Thanks Ben ! I love all your tutorials, they helped me a lot :) I have 2 questions:
1. if I have an asmr map, how can I display it in a single channel (RGBA) like you did in Unreal?
2. What nodes should I link it to on the master stack in unity? unity seems not have nodes called roughness or specular. I did not find answers in the unity documentation, either. sorry for my poor English.

atgunsforhire
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These videos are extremely informative. For the single-channel textures, should you select the "Single Channel" Texture Type, instead of the "Default" type shown? It changes the compression type, but doesn't seem to impact the compressed size.

MarkRiverbank