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These can be combined with each other.UV Addition - Unreal Engine 4 Tech Art S01E03
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Answer Aug 02 '17 at AM.On GPU's, the vertex shader is run for every vertex, and the pixel shader is run for every pixel. Almost all the material nodes in Unreal Engine 4 are run for every pixel. While a UV Coordinate node can be either part of the vertex or pixel shader, the CustomizedUVs feature is only run in the vertex shader, and offers a performance increase over running the same calculations in the pixel shader. This offers an excellent way to speed up even just tiling a texture.
While the system is not limited in the math you run on the UVs, the result will depend on the tessellation of your mesh. Notably Sprite particles do not support Customized UVs yet. The general rule is that if the computation you are doing is using constants camera position, time, vector parameters, etc.
Varying linearly means only operations that will result in straight lines, no curves, such as multiplication and addition. Squaring a variable, using sine, cosine, or operations like length will result in a non-linear equation. Whether or not non-linear math will produce a desirable result will depend on the detail of the mesh it is being applied to:. The mesh on the left is a 9x9 polygon grid, while the one on the right is a 4x4 polygon grid.
In contrast, if this same math is directly inputted into a texture, it will be evaluated in the pixel shader producing the same result regardless of mesh detail. Scaling multiplying UVs by a parameter will work the same in both.
The UVs are per-vertex attributes, and scaling is a linear operation. The images below show when doing linear operations, CustomizedUVs, which are calculated in the vertex shader, produce the same effect as doing the same calculation in the pixel shader. Then when you place a Texcoord node in a pixel shader input like BaseColoryou are still getting the mesh's texture coordinates.
Gnereating UV set in Static mesh editor
Note that Texture sample nodes use TexCoord 0 by default. This material is doing the same thing, the logic in Customized UV 0 is passed through as Texcoord0 to the BaseColor pixel shader input.
However, the calculation for Texcoord0 was done in the vertex shader. Most of the time, there are substantially fewer vertices than pixels, and moving any math to the vertex shader can be a big performance benefit.More results.
In UE4. A post process material has correct view uv-coordinates to draw the texture. But in UE4. Once for a left eye and once for a right eye. As a result both eyes get a same part of texture. Is there an any way to detect which eye is been rendering inside a post process material?
I have my own render system to draw the sky for a virtual reality. What should I do? Everything in the output below 0. You can feed this as the alpha value to a Lerp, with textures fed into the A and B inputs for each eye. Oh and don't forget to feed in the right UVs. Attachments: Up to 5 attachments including images can be used with a maximum of 5.
Answers to this question. Material quality level: force low quality? Post process not working on oculus go? High post process draw call when using VR. Is it easily possible to render only to one camera eye? Instanced stereo breaking transparent objects.
How do I put different materials on seperate controllers? Search in. Search help Simple searches use one or more words. Separate the words with spaces cat dog to search cat,dog or both.
You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other.Discussion in ' Shaders ' started by fancybitDec 29, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Sep 6, Posts: 3.
So I want to use GrabPass in shaderlab to get a texture of background, then use the formula to blend them. The problem is the grabbed texture is a snapshot of full screen,so I must calculate the uv but I don't know how to get the correct pixel position in screen space. That's my shader code : Code csharp :. LOD Lighting Off. Cull Back. FallBack "Diffuse".
SodaSupermanNo1 likes this. Joined: Nov 11, Posts: You use "ComputeScreenPos" eg. Code csharp :. I used : Code csharp :. Joined: Jun 8, Posts: 2, This might be old, but FuzzyQuillsJun 13, JoeStrout likes this.
Joined: Apr 5, Posts: 8. For someone still troubled with this problem This code worked for me. Joined: Dec 7, Posts: 8, You can also now use VPOS.
There's an example on the Shader Semantics page. Joined: Aug 4, Posts: 8. Hi, bgolus. But I find the second way seems to produce precision problem? GameDevCouple and alphaxiao like this. Joined: Nov 23, Posts: Anyone knows how to make the screen position "local"? Not sure how to explain it but Imagine a texture being projected on an object in screen space, but being offset along the object as well and not just being one-to-one with the screen.
I am making smoke with a particle system which is using an alpha texture in screen space.Lightmass Global Illumination. Generating Lightmap UVs. The Importance of Lightmap Resolution. Setting the Lightmap Coordinate Index.
Using the Lightmap Density View Mode. The process of lightmapping is one of the more challenging areas of environment art creation because, unlike texture UVs, each face of the model needs to have its own unique space on the lightmap with no overlapping faces, and UV charts need to ensure that there is enough padding or spacing between them to avoid artifacts. Lightmaps are only required when a Static Mesh will be lit using any form of baked or precomputed lighting. If your game or project is only using dynamic lighting, there is no need to set up lightmaps for each Static Mesh.
Creating custom lightmap UVs can be a time-consuming process, especially if you have projects requiring thousands or tens-of-thousands of assets. An auto-generated lightmap can be a quick way to pack a lightmap UV to save you significant time investment of manually setting one up and padding it correctly. We've adopted this process into our own workflow here at Epic. When importing your own assets, a lightmap UV will be generated for you automatically unless disabled in the FBX Import Options window.
A lightmap will be automatically generated based on the UV for the texture layout UV channel 0. The generated lightmap UV repacks the islands so that they meet the requirements of a good lightmap with no errors: no overlapping or wrapping islands, and enough padding between islands to limit artifacts based on the targeted lightmap resolution.
These settings can be used at any time to generate a Lightmap UV or repack existing ones. Keep this in mind when creating Lightmap UVs and by doing a little bit of upfront work in your modeling software or UV editing software, you can get a good result by spliting the UV charts before import into UE4.
For additional information, see Generating Lightmap UVs. A lot of UV editing tools, like the one pictured below from Autodesk 3ds Max have a range of features that enable you to easily flatten, reshape, connect, and break apart UV charts in ways that make sense. Later parts of this page will cover the basics unwrapping UVs to get specific results and this is a process that can be combined with auto-generate lightmaps.
Setting up a texture UV will often require a different approach to laying out the UV charts to get the best result than how you would for lightmap UV. Lightmaps must be laid out flat without any overlapping areas and they need enough padding between each UV chart to ensure that there isn't any light leaking.
Setting up a texture UV doesn't have these stipulations because it only matters how you want the texture mapped to those UV charts. Take for example the building facade below. It has four sides that have the same texture mapped to its different faces.
Instead of using UV space for each side, a single texture has been created and each side's UV charts have been laid on top of one another.
Some parts have been separated and are given enough padding between the other charts to ensure fewer artifacts or light leaks. One approach to setting up lightmapping UVs is by having contiguous or connected groupings of the geometry. For example, the UV charts below have connected all the front and side faces of the geometry into a single UV chart and the top has been separated as its own island.
A minimum of four texels is usually required to avoid all bleeding artifacts since DXT texture compression operates on 4x4 texel blocks.Static Mesh - texturing 'by face' instead of UV's coordinates. Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next. Hello Guys, I am just wondering if is it possible to apply texture to static mesh "by face" instead of UV's Layout. I have simple model of buidling in Blender without material.
I've done smart unwrap for each object and then export all of them as seperate fbx's. When I want to assign material e. Is it possible to do it in other way, or I need to come back to blender, and make new UV's maps? Tags: None. Hey MarcinLas! You're going to need a UV map to assign textures to an object.
UE4 isn't the only 3D application that you will run into issues with a lack of UV maps for your model if you're trying to apply your texture. It's pretty much a necessity in game design. Comment Post Cancel. So I understand that my UV's layout needs to be made directly for texture which I can use. If I want to apply bricks texture, I need to unwrap all wall meshes vertically.
So automatic unwrapping even for simple wall slabs will not work? You never want to automatic wrap your meshes.
Many people new to modeling opt for this since it's the easiest solution, but it isn't recommended especially for tiling textures. It'd be easier to help you if you could show us the model and your existing UVs. Same here, i am great hater of that UV system but now i am really relaxed and i wait until Geo 2.Posts Latest Activity.
Page of 1. Filtered by:. Previous template Next. I'm trying to do something like a camera facing displacement. I cannot use screen coordinates for this. The solution I came up with is to rotate the Absolute World Position so the model faces forward set up and apply the displacement then rotate the model back. I'm using RotateAboutAxis, which works fine for one rotation but when I try to combine rotations the things get haywire skew.
Is there a way to combine rotations or a better solution than what I've come up with? Edit: So it seems using transform 3x3 matrix works fine for multiple cardinal axis rotations, but my first rotation axis is arbitrary.
Any shortcuts here better than building out a series of matrices to do this? Tags: arbitrary axiscamera alignedcamera attachplanar projectionrotation.
Are you adding the position of the original RotateAboutAxis input to the output of it before chaining that to the 2nd rotate? But if you want to chain them you need to re-add the original position.
Comment Post Cancel. Ahhhh thank you. I may not have done that. To try to clarify, to see if there is a better way; I'm actually doing two things, a planar projection along the camera vector and a displacement along the camera vector.
What I am trying to avoid is the object translating through the projection, rotation and scale are fine. Imagine a person standing in front of a running film projector.
I want the projector attached to the person my object but always aligned to a third party viewer my camera if that makes sense. My math is very rusty and rotating the object uvs or pixels, building the projection and rotating back seemed comprehensible to me. I played with screen coordinates and couldn't get what I was after. What I am doing now sort of works, but I'm having issues with axis flipping as the camera moves around the object, which I am hoping I can fix by flipping the rotation angle when the axis is crossed.