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UE4 Tutorial 101 Texture Projection 3/3 - Triplanar Normal Maps

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► Texture Projection: Part 3 of 3 — Fixing normal maps on triplanar projection. This is a follow-up to the video about Triplanar Texture Projection in Unreal materials. Many of you might've noticed that that technique doesn't work well with normal maps. Now I'll show you how to fix it. What you're here for starts at 34:54. But if you want to understand why you should follow those steps, watch at least from 14:15. If you've never learned about triplanar projections, either watch the second video of this series or start from 02:01 on this one. I'm not explaining it in details, as on the previous video, but I still did it from scratch here. 00:00 - Mumbling about mic problems 01:19 - Intro 02:01 - Basic triplanar material 10:20 - Testing with normal maps 14:15 - About normals 16:37 - About tangents 24:04 - Normal maps and tangents 31:46 - Theory on fixing triplanar normals 32:33 - World space normals 34:54 - What you're here for 50:30 - Tangent vs World normal output 55:12 - Outro Disclaimer: my mic was briefly failing now and then, when I changed things in the material and it recompiled. I believe it's all still comprehensible. Nonetheless, if you have questions, don't hesitate to ask them.

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