How To Scale And Tile Textures Inside Of Unreal Engine 5 | Seamless Texture UV Scaling And Tiling

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Hey guys, in today's video I'm going to be showing you how to tile textures inside of Unreal Engine 4 and 5. This allows us to modify the scaling and tiling of the UVs for our textures and materials so they fit better and can have a more seamless connection.

#UE5 #UnrealEngine5 #UE5Tutorial
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00:00 - Intro
00:13 - Overview
00:51 - Tutorial
04:06 - Final Overview
04:28 - Outro
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Thank you :)
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To access the project files and screenshots from the video, check out my Patreon above!

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♫Outro Song♫
●Kronicle - Chill Noons
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As a note for this; Theoretically, the more efficient way to do this would be to multiply the texcoord by a parameter which you can name "scale". Then if you make an instance of that material, you can apply the instance to the new mesh, and change the scale for that specific instance.

AugmentedSmurf
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We need a tool that will compare same textures across connected objects/meshes and scales them to look the same if you want. One of my main reasons for programming, not having to do repetitive boring stuff like this. Hopefully this happens.

neXib
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omg thanks so much I was literally looking for this today but did not find it and now when I stopped looking it and went to watch other videos of yours I saw this!!!

nikolaaa
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Thank you, this is so much easier than all the other methods i tried, very similiar to unity

TheKally
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Thank you so much for this, I've been trying to figure out UV with unreal engine ever since I started

holojet
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Hey Matt great video as always! <3
I had this problem a long time ago in UE4 but I find this method a bit of a pain when you have many different sized walls/floors etc.
Something I learned a few months back which is easy and efficient is to make a 'World Aligned' Material so the texture coodinates and scaling will always be perfect in your world.
It's all on 1 material and you never need to tweak it. :)

JumboTTV
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1:18 How do I get this window? Using Unreal 5.1 and it doesnt show this at all. I just see a huge picture of what you got on top left corner.

Enkeria
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Any chance you'd consider stepping it up a bit and go over seamless texturing a box for a castle wall type thing where there are corners involved? Hate the straight line you get from that.

yearight
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This was simple but very effective. Thank you, it helped me out

VinoVenitas
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thanks! quick and easy, just what i needed!

LampEater
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You are a genius!! Thank you very much!

martanuevojimenez
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Great video, thanks :) It helped me a lot.

cryptokimo
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You can make a material instance for it and you can set the coordinates in real time by the way!

chrisgames
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Hi Matt, so when I double click material it doesn't bring me to its material map, instead a window with the material rendered on a cube. Panels include 'save', 'browse', 'show inactive' and ;hierarchy'. If I select hierarchy, it brings me to the material map of its Parent chain, which is the M_MS_Surface Material? How can I directly edit one material via material map please, very confused!

thanks in advance

Jade-rpno
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Great info. I've been scaling the meshes with the modeling tool by changing the UV layout. This is much better.

PatrickTheDM
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Hello matt. Thanks for your greattutorials, I heard that having many materials makes the project not optimum performance so what I did is I added a divide node between textcood and the rexture sample then hooked this divide node to a parameter and created a material instance and change the scaling though this parameter. NB am a noob

NeroForte_
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Sooo how do you get rid of the seam between the 2 meshes?

MjDArts
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Is there a way to make it so the bricks stay the same consistent size no matter how you scale it? I would also love to know if there is a way to move the wall, but the texture translates and wraps around, maybe some sort of location checks? Best example I can think of is like the kids TV show Chowder, when the characters move, the design on the clothing doesn't follow, instead it's like it's a transparent surface.

WWatson
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Very helpful video mate. I had a texture that was too big visually and needed it to be smaller but cover the whole ground. Increased the scale in coords and worked a treat

Obsolete_E
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Can textures be placed in a material in a way that only takes up half of the material? Im looking to create a video and place that on a bottle as an animated label. So tiling is bad and scaling is easy to adjust. Possible?

coulterjb