This is part 11 of the tutorial series I am doing on how to create an open world game with unreal engine.
In this episode, i'll explain another technique we can use to get rid of tiling in the landscape material. In this method, we will use a noise texture and based on the color value of noise texture,we will give some variation to the texture rendered by the material.
Following video explains the main process you have to follow and only the things which require additional explanations are explained in the article.
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Next : Unreal fading normal map intensity with distance - UE4 Open World Tutorials #12
In this episode, i'll explain another technique we can use to get rid of tiling in the landscape material. In this method, we will use a noise texture and based on the color value of noise texture,we will give some variation to the texture rendered by the material.
Following video explains the main process you have to follow and only the things which require additional explanations are explained in the article.
Unreal Material Function : MF_Layer
Landscape Material
Material Instance
Final Result
As you can see in the preview, we see no tiling compared to the last episode. And please note that i have made few small changes in the material functions which i showed in the video and here. Next, let's extend our material function to blend normal maps with distance.
Those are the points i thought would require further explanations.
Thank you for reading the article, Feel free to raise any concerns here, or in youtube channel or in the following facebook page. Join my facebook game developers club here : gamedevelopersclub
Next : Unreal fading normal map intensity with distance - UE4 Open World Tutorials #12
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