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I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me the expected results. I've also tried to just multiply the custom UV slot by a parameter in the UV manipulation layer blend while writing up this bug, and the actual tiling result is always squared. Anything added is added twice, anything subtracted is subtracted twice.
1. Create a layer blend and delete the BlendMaterialAttributes node.
2. Add a GetMaterialAttributes node and add a CustomizedUV slot, then plug Top Layer (Material Attributes) into the input pin.
3. Add a Subtract node and plug one of the Customized UV slots into the A pin. Set B to .5.
4. Add a VectorToRadialValue node and plug the output of the subtract node into "Vector or UVs" pin.
5. Add a SetMaterialAttributes node and add the same CustomizedUV slot that was added to the GetMaterialAttributes node.
6. Plug the "Radial Coordinates" pin from the VectorToRadialValue node into the CustomizedUV slot of the SetMaterialAttributes node.
7. Plug Bottom Layer (Material Attributes) into the Material Attributes pin of the SetMaterialAttributes node.
8. Plug the output of the SetMaterialAttributes node into Output Material Attributes.
9. Create another layer blend and delete the BlendMaterialAttributes node.
10. Add a SetMaterialAttributes node and add a BaseColor attribute to it. Plug the output of the Top Layer (MaterialAttributes) node into the "Material Attributes" pin.
11. Add a TextureSample node and set the texture to whatever.
12. Add a TexCoord node and set the coordinate index to whatever slot you used in the other layer blend.
13. Plug the TexCoord node into the UVs pin of the TextureSample node.
14. Plug the RGB channel of the TextureSample node into the BaseColor pin of the SetMaterialAttributes node.
15. Plug the output of SetMaterialAttributes into Output Material Attributes.
16. Create a new material layer and just leave it as is.
17. Create a new material. Check "Use Material Attributes". Add a MaterialAttributeLayers node and plug the output into the material attributes node.
18. Create a material instance of the material.
19. Set the background layer to the blank material layer.
20. Create a new layer. Set the layer to the blank material layer and set the layer blend to the second layer blend created (this is the one that sets the base color).
21. Create a new layer. Set the layer to the blank material layer and set the layer blend to the first layer blend created (this is the one that sets up the UVs).
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-151385 in the post.
2 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.0 |
Created | May 9, 2022 |
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Updated | Sep 22, 2022 |