The Secret to Hide TEXTURE REPETITION in Unreal Engine 5: 4 PRO TIPS - UE5 Tutorial

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Do your textures look all tiled and crappy? Do you want to hide the tiling in your textures? Then this is the video for you. In this quick tutorial video, I'll share 4 pro tips to hide the tiling repetition in your textures in Unreal Engine. I'll cover choosing the right texture for the job, micro variation, macro variation and also using a macro distance blend. By using all of these techniques together, you have professional looking materials in no time!

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VIDEO CHAPTERS
Introduction 00:00
Use seamless textures 00:32
Add micro variation 01:37
Add macro variation (noise) 04:15
Add macro Distance Blend 05:52
Conclusion 09:16
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And my respect for the game development time increases 3 fold. If it takes this time for this amount of “node work” just for a simple texture, I can only imagine the time it takes to actually explore these different parameters and create something unique.

JoysticKnight
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Better tutorial about making a landscape texture than a lot of things free or paid. Straight to the point, easy to understand, and above all, super practical. Thanks a lot, keep them coming.

CuTyFlaM
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Excellent explanation. The hotkey goblin on my shoulder was going nuts watching the video.
1+Left Click = Constant Scalar
3+Left Click = Constant 3 for color / Right Click the node to convert to parameter
S+Left Click = Scalar Parameter
L+Left Click = LERP
M+Left Click = Multiply
U+Left Click = TextCoord Node
Takes way less time than the right click menu for these common nodes. Not all nodes have hotkeys.

fishingwithcav
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Fantastic! I initially thought that it wouldn't impress me, but modifying the texture depending on the distance of the camera is truly remarkable. What a brilliant concept!

thesionzee
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If you want to make a seamless texture, you can turn it inside out, by cutting it in 4 (tile it in 2x2 and crop to the size of 1 tile centerd, then you can relatively easily blend the center seams. (You can then tile and crop again but to like 1/3rd to fix the tilings of the seams at the borders)

2x2 is a guideline, you can also tile it more and add variation if the base texture is small.

satibel
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This is literally what I was looking for, incredible! I was looking on my textures and they seemed nice from close position, but sad and ugly from long distance, this literally changes everything.

Not_SatoruGojo
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I just started learning UE5. Found this extremely helpful!

rflores.g
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And dont forget to repeat for the normals (though for far uvs, just use a 0, 0, 1 const). Also, I suggest passing the micro variation uvs through a swizzle.

seansopata
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This is really helpful. It's pretty long, but the blueprint will save a lot of non seamless textures.

peacefusion
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I'm brand new to game design and unreal engine, so im just happy that i even understand a decent amount if what you did. Even if i cant replicate it all yet lol

kit_horror
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Thaks so much, removing titling especially on vast terrains and ladscapes was always a big issue

henrythejeditube
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Not bad. I feel it might be a little tougher on the GPU than stochastic texture sampling, but this is UE5 so I doubt this is for mobile. Also, remember, people, this is literally a single terrain layer, there would be more for Rocks, dirt, mud, water areas, etc, and then it would be further broken up with foliage.

For the rare Unity Folk who clicked on the video, this is all possible in ShaderGraph/URP as well.

NemesisTWarlock
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This came out just when I needed it! Thanks for a great tutorial :)

Freeflier
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finally someone explaining complex procedures fast and clear and in depth! thanks a lot

arturochomyszyn
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this is the best video i've seen in the history of ever

pipo
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This is such a well made, insightful, clear, and replicable tutorial! Thank you!

stevenwells
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Fantastic, thanks so much man. Makes the nightmare of getting fully repeating yet interesting textures in a modular kit really easy. Thanks man :) I'll be sure to post my final project here for you to see! thank you again man!

Singularity-vpxo
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I don't uderstand anything about why we have to use the specific mathematic operations, but that really saved me!

MrMcgrizz
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Once foliage and models are added it would be near impossible to see texture repetition. This video explained a lot I didn't know about. Excellent tutorial, thanks for the great advice.

staticbuilds
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Very nice node flow, you have my respect.
The only gripe I have with this method is it being really calculation-intensive, which is a big factor in performance. Perhaps baking the result into something intermediary to skip large part of node operations would help with that.

ShadeAKAhayate