Total newbie wanting to design a structure pack

So, I've followed the docs up to the counter section as I don't really think anything beyond the counter is applicable to what I'm interested in doing. My main interest is creating a pack of building blocks similar to what is offered in Structural Solutions > SS Concrete. I've never done any kind of modding before, never used UE5 or Blender, but I have everything installed. So, I've spent the last 5 hours or so trying to implement a simple wall, no special textures or anything, just an accurately sized, 8mx4m wall. I have atleast managed to create a wall buildable that can be placed in game, but the dimensions are way out. Every time I try finding a solution, I feel like I just fall in to a rabbit hole and overwhelm myself. I've got tonnes of questions and problems that I don't know where to start with, but i'll go with the one that's right in front of me first.... How exactly are shapes measured and placed in the view port/details pane, to reflect accurate size and placement in the game world? How much of this work is done in Blender versus UE5? Is it imperative that my shape in Blender has the correct size/ratio? (8.0, 4.0 and 0.5 being the dimensions of an 8x4m wall) or can I can make any cuboid shape in Blender and then force the correct dimensions in UE5?
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184 Replies
Fish Face
Fish FaceOP•2mo ago
Also, I don't understand why there are 2 objects here....
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AngryBeaver
AngryBeaver•2mo ago
https://github.com/DavidHGillen/Satisfactory_ModelingTools/blob/master/SF_FoundationTemplates.blend https://github.com/DavidHGillen/Satisfactory-AB_XMASBooster My open source tool/mod here are probably good for you to look at. The blueprint for the item natively contains a reference to the mesh, a mesh that might not be correct because we can't put the meshes in the project
Fish Face
Fish FaceOP•2mo ago
thank you for these. So i've opened the foundation templates. If I were to export one of those shapes to UE5 and make a shape directly with them, they would be the right size with no tweaking needed? I still plan on making my own shapes ofcourse, this just answers the question that the entirety of the perfect shape and size/dimensions is managed in Blender with regards to the XMAS Booster, i'm not sure what to do with it to help me figure this out
AngryBeaver
AngryBeaver•2mo ago
the templates are there to help you build meshes that face the right way and be the right size if you replace the mesh in the existing pieces. So if you were to simply copy all the items and swap out their meshes with the templated versions it'd be good. The XMAS booster is a mod that has a major feature being an alternate style for deocr, of gingerbread. this includes all my source files as well as the plugin files needed to load the mod in the modding environment
AngryBeaver
AngryBeaver•2mo ago
this folder right here contains all the stuff needed to load the mod in unreal. the way I do it is to make a symlink from sml/mods/ to that folder, but you can just copy everything out of it instead
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Fish Face
Fish FaceOP•2mo ago
Thanks man, i'll have a look through it later. My brain is fried right now Am I right in thinking that there's no reason to be adding materials to shapes in Blender when the Shapes are going to be used as building pieces? It seems to me like I need to create/import a material in to UE5 that will be applied to every single block... Since I want all the shapes to use an identical material/texture.... No unique patterns in specific places.... Just a natural concrete/plaster material across all the buildables. So I can just make plain, untextured blocks in blender, and then import a material in UE5?
AngryBeaver
AngryBeaver•2mo ago
Yes. You do need to UV it properly in blender. But you should use unreal materials. And if you can reuse existing materials with new textures.
Fish Face
Fish FaceOP•2mo ago
I don't really know much about UV.... Would the quick option "Smart UV Project" suffice? So, make a shape of accurate dimensions, Do Smart UV Project, Import mesh to UE5, Configure all the bits to make it a functioning buildable ingame, And.... Assign a material... Is that essentially what I need to do?
AngryBeaver
AngryBeaver•2mo ago
Learn what UVs are and how to do it anywhere the internet will teach you. They are an essential part of making models that show any hint of texture beyond a flat color.
Fish Face
Fish FaceOP•2mo ago
thanks, yea I just finished reading about them managed to get a shape with properly distributed materials on all faces @D4rk Hi D4rk, I've been encouraged to seek your help on a problem I'm having in creating a material to be used in structures. My main inspiration for making this structures pack has actually been your SS Concrete structures. There's just 2 things I can't seem to replicate in the material node graph. Muppet has been trying to help me through but ultimately I think your input is needed. Basically, your SS Concrete can do 2 things which I would like to replicate: 1 - When Shiny/Metallic finishes are applied to an object in game, the entire textire of the object changes, and all the patterns and roughness disappear. 2 - When your SS Concrete shapes overlap with each other, the textures merge seamlessly and appear as though they belong to the same object.
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
This is what I have at the moment
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
and these are my walls (on the bottom) compared with your walls (on top) Left is a shiny finish, right is a normal paint.
Fish Face
Fish FaceOP•2mo ago
and for further clarification, this what I mean by texture merging.
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AngryBeaver
AngryBeaver•2mo ago
When your SS Concrete shapes overlap with each other, the textures merge seamlessly and appear as though they belong to the same object
Look into tri-planar projection
Fish Face
Fish FaceOP•2mo ago
Would that be better than using WorldAllignedTexture?
Fish Face
Fish FaceOP•2mo ago
This is worldallignedtexture method (on a shape that was subjected to UV Unwrap)
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Fish Face
Fish FaceOP•2mo ago
you can still see a faint line
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
this is Worldallignedtexture (on a shape with no UV unwrap) So, I think that's 1 problem solved? use Worldallignedtexture, and don't unwrap the shapes before exporting from Blender
AngryBeaver
AngryBeaver•2mo ago
basically the same thing as what I mentioned
Fish Face
Fish FaceOP•2mo ago
oh, sorry, I tried watching some videos on tri-planar projection and it was going over my head a bit :/
D4rk
D4rk•2mo ago
To get rid of the normals when a finish is applied you lerp between the texture normals and the vertex normal using the MF_GetMetallic as an alpha. It's the same thing you did for the metallic and roughness but in this case you need to also transform the world space vertex normals to tangent space (materials expect normals to be in tangent space by default, but you can change that setting in the main material properties)
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D4rk
D4rk•2mo ago
And yes, as Beaver said, my concrete material uses tri-planer mapping, Ben Cloward has some excellent tutorials on youtube for this.
D4rk
D4rk•2mo ago
Ben Cloward
YouTube
Using Position Data - Shader Graph Basics - Episode 26
In this shader tutorial, I explain the different types of position data that are available to bring in to your shader (object position, vertex position, pixel position) and then we take a look at 3 examples of how to use position data. We use position data to apply a dark-to-light gradient to our model, to create a location-specific mask for our...
D4rk
D4rk•2mo ago
Also, even though tri-planer does not require you to uv your meshes, you will still need to uv the foundations for patterns. A top down 0-1 projection usually works fine.
Fish Face
Fish FaceOP•2mo ago
Great, thank you for confirming all of that! I'll have another go at understanding triplanar mapping
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
Okay, that's single, and triple texture sampling I'm curious, did you get away with single sampling (no texture merging) and hard edges on your material? I'm looking at it in the materials window and on a basic 8x4m wall in UE5 and it feels like the single, light option with hard edges/seams, is entirely unnoticeable but considering your experience in this, maybe you know something I don't I'm using your SS Concrete blocks in my save by the tens of thousands, and my FPS is still solid. No performance issues... And considering your shapes are essentially my benchmark in trying to make my own structures, I wouldn't want to make a material that can't perform aswell as your has in my own save. actually, it dawns on me that i've only done this on the base colour so far and everything will change when I apply this to all the textures
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
okay.... assuming that the MF's I made are correct, I think this should be finished
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
Ooooookay... So i'm basically at the same stage as SS Concrete as far as my material is concerned
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
this is the updated material node graph Now, what i've been trying to tweak (unsuccesfully) for the last 30 minutes, is the metallicity I'd like the metal to look a bit more like other metallic finish to look a bit more like other metallic finishes less "fuzzy" I figured that the fuzzy effect is coming from roughness, but any tweaks I tried making to the roughness didn't get the result I was looking for I assumed I would need to create a lerp in to roughness, that included GetMetallic in the alpha, but that just made the whole material very matte-like
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
this is the sort of metallic finish i'd like to reach
Fish Face
Fish FaceOP•2mo ago
How did you get such smooth looking edges to work with tri-planar projection?
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Fish Face
Fish FaceOP•2mo ago
soon as I apply shade smoothing, i get this problem
Fish Face
Fish FaceOP•2mo ago
there's some smoothing going on here, and yet your shapes don't flicker when they overlap like mine do.
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Fish Face
Fish FaceOP•2mo ago
I've been playing with this for hours and googling non-stop but im not closer to finding a solution
AngryBeaver
AngryBeaver•2mo ago
Are you using weighted normals on your shapes?
Fish Face
Fish FaceOP•2mo ago
My research led me to start looking normals last night but it was bedtime by that point. Thanks, I'll see what I can do with that
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
I spent the better half of yesterday searching Google, asking AI and watching videos about this problem and not once did anywhere mentioned weighted normals 🙃 But, that worked, thanks again.
AngryBeaver
AngryBeaver•2mo ago
no worries, it comes form knowing how the tech works to know what problem you were probably having
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
Well, all the ground work is essentially finished. Now it's time to start on the hundreds of individual shapes Thanks again for everyone's help on getting me this far I really like the SS Concrete structures and my whole map is built out of them.... But I want more shapes 😋 So that's basically the goal.... Something with all the benefits of SS Concrete, but with more shapes Smaller versions of everything For extra detail
D4rk
D4rk•2mo ago
Looks good, glad you got it working! The vanilla holos aren't really designed for very small or very big parts. The main reason there aren't many of these in SS is because they are annoying to snap. If you want parts that are <1m on any dimension you will probably need a custom holo.
Fish Face
Fish FaceOP•2mo ago
Ah, that will explain why my 2m wide foundation doesn't like snapping on top, and to the edge of another foundation As soon as I move from the centre towards the edge it starts snapping to the side But.... If I remember rightly, making holos requires writing code 😕
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
These pieces seem okay, but the smaller foundations are funny I'll be honest though... I'd rather tolerate the funny snapping than have to learn how to write holo code Maybe someone out there wants to work with me on that part? 😅 I've been having a more significant problem with the snapping of my 8x4x4 foundation actually... I assume the problem is with the lightweight copy of the shape. When I place the shape, it initially had the correct alignment But when snapping anything from the first shape that was just placed, the second shape becomes rotated 90 degrees The lightweight has the same scale value as the main mesh and no rotation transforms So I'm not sure what the problem is I'm just getting out of bed and taking the dog for a walk, but I'll take some screenshots when I get back
Fish Face
Fish FaceOP•2mo ago
So this is the static mesh I'm using for the basic foundations. It's 8x8x4.
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Fish Face
Fish FaceOP•2mo ago
as an 8x8x4 buildable, it's working fine
Fish Face
Fish FaceOP•2mo ago
The problems are with this Buildable (8x4x4) and with the next size down (8x2x4)
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Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
I realise here, I've got width value set to 400, instead of the depth value. When I had the other way around, the snapping was completely wrong. compressing a video to show the problem
Fish Face
Fish FaceOP•2mo ago
Fish Face
Fish FaceOP•2mo ago
The white blocks are mine, the grey blocks are SS Concrete As you can see, SS Concrete retains orientation of blocks placed on top and to the side but my blocks are turning them 90 degrees
Fish Face
Fish FaceOP•2mo ago
If i change the width and depth values around, like I assumed it should have been at first... it does nothing to change the problem and only makes things worse
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Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
So, it seems width matches with Y and Depth matches to X All I can think to do, is transform the lightweight to show different faces after placement, but that seems like a janky solution to me
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
surely the lightweight should be identical to the main mesh okay.... so, I think I found the answer, but maybe someone can explain the reason to me Instead of transforming the shape on Y, it has to be transformed on X So I had problems when XYX = 8x8x4 was transformed in to XYZ = 8x4x4 But now the shapes is transformed on Y it's fine (XYZ = 4x8x4) It doesn't make any sense why it would react differently because the shrinking happened on a different axis :/
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
I'm currently analysing the MM_BakedStencil and comparing it with your own material
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Fish Face
Fish FaceOP•2mo ago
you've made a number of changes to it and I suspect I don't need alot of them...
AngryBeaver
AngryBeaver•2mo ago
No. I'm using something far more complicated than triplanar worldspace UVs
Fish Face
Fish FaceOP•2mo ago
Wobble for example.. I suspect your trying to wobble the pattern over your foundation and you've injected a permanent texture
AngryBeaver
AngryBeaver•2mo ago
And on top of that there's new features like making the markings look like icing, sparkling sugar in the bread. Etc
Fish Face
Fish FaceOP•2mo ago
I assumed I just needed this piece of the MM_BakedStencil?
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Fish Face
Fish FaceOP•2mo ago
1 output
AngryBeaver
AngryBeaver•2mo ago
Looks about right at a glance. Just test thoroughly
Fish Face
Fish FaceOP•2mo ago
This doesn't come with the normal texture included in BakedStencil, nor does it have the albedo textures So I would just lerp that one output with my base color?
Fish Face
Fish FaceOP•2mo ago
these are all the bits im ignoring
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AngryBeaver
AngryBeaver•2mo ago
Depending upon what you want it to look like you can choose to mix in some or any of that. Just follow the wires and think 🙂
Fish Face
Fish FaceOP•2mo ago
so after trying lots various combinations, and doing a bit more reading on exactly how lerps work and what the function of the alpha is...
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Fish Face
Fish FaceOP•2mo ago
I conluded that I should take the output from Stencil and Top Mask, and use that as my Alpha and then put my primary colour in to A and secondary color in to B it doesn't work ofcourse, and i'm not sure why I'm thinking that the Stencil/Top Mask goes in to the Alpha, because the Alpha is used to determine the Mask that the 2 colours should use?
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
but it just blanks my whole material
Rex
Rex•2mo ago
So a lerp node blends A and B according to Alpha If Alpha is 0, you get A If Alpha is 1, you get B If it's somewhere in between, you get a blend
AngryBeaver
AngryBeaver•2mo ago
For your shader to be reverting to world grid like that means something somewhere is very broken. a simple lerp wouldn't do it
Rex
Rex•2mo ago
It's probably failing to compile
D4rk
D4rk•2mo ago
The Stats window shows compilation errors Its probably something simple like you've plugged a float4 into an input that only accepts float3, or something like that.
Fish Face
Fish FaceOP•2mo ago
i gave up on it. After trying to get the stencil to plugin to my own material (unsuccessfully), I made a new material consisting of only the stencil graph and plug everything directly in to the main material node... played around with that for maybe 2 hours, and couldn't even get that to show me a stencil on a foundation.... so, if I can't get the graph on it's lonesome to work, I think i've no chance of getting it to work in my own material.
D4rk
D4rk•2mo ago
If you give up it will never work 🙃
Fish Face
Fish FaceOP•2mo ago
The whole materials system is just too much for me. I don't want to take on that sort of challenge. Figuring out how to wire up that stencil graph, means studying the detailed workings of all the various nodes the explainations of the nodes (CTRL+ALT) don't even make sense to me
D4rk
D4rk•2mo ago
The stencil logic is really just a fancy mask, and it should probably be wrapped up into a function
Fish Face
Fish FaceOP•2mo ago
when the mods finished, i'll likely make it open source so someone can re-upload it with any material they like and a working stencil graph if they know how to do it and, there'll be a few hundred meshes that people can use for their own mods
Rex
Rex•2mo ago
The default value for the stencil parameter is 0, that means no stencil Did you try changing that?
Fish Face
Fish FaceOP•2mo ago
yea i searched this discord and read more than half the messages containing the words "stencil" "pattern" or "material" and i found the message where someone mentions that problem
Rex
Rex•2mo ago
I didn't say Discord
Fish Face
Fish FaceOP•2mo ago
no, i know, I just found the problem you're referring to, yesterday, while I was searching discord for any messages related to my problem the texcoords show 0 and should show 1, right?
Rex
Rex•2mo ago
This is the pattern ID that defaults to 0
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Rex
Rex•2mo ago
That's one of the nodes on the left of the material
Fish Face
Fish FaceOP•2mo ago
oh... so it's not the 0 value in texcoords
Rex
Rex•2mo ago
No, that's the UV channel to use and 0 should be fine If the stencil is placed in the wrong place then check the UV mappings
Fish Face
Fish FaceOP•2mo ago
I kept checking all the faces on my foundation, but it never showed on any of them
Rex
Rex•2mo ago
Also this StencilAtlas texture sampler needs to be set to "Virtual Linear Color", otherwise trying to use patterns will make it error out
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Rex
Rex•2mo ago
Again. If you use MF_PaternID without any changes, its value defaults to zero so no stencil is shown And that texture is virtual, so it doesn't get dumped currently
Fish Face
Fish FaceOP•2mo ago
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D4rk
D4rk•2mo ago
Also, this is an old error in the project. Vanilla foundations use UV channel 1 for stencils, not 0.
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Rex
Rex•2mo ago
Oh, right, I remember now (UV channel 0 is doing some optimisations to quarter the size of textures)
Rex
Rex•2mo ago
And FModel can extract the stencil texture
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Fish Face
Fish FaceOP•2mo ago
Is it necessary to get the original stencil texture?
D4rk
D4rk•2mo ago
if you want to test it properly in the editor, then yes
Fish Face
Fish FaceOP•2mo ago
Oh, I've been restarting the game over and over to test it the "fake" file currently in my graph... will that get pulled to the game and interfere with the real graph taking it's place?
Rex
Rex•2mo ago
Which fake file?
Fish Face
Fish FaceOP•2mo ago
Well, I'm guessing this file doesn't contain the real stencil data if you're suggesting i should extract the original
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Rex
Rex•2mo ago
The idea of extracting the original is so that you can test stuff in the editor I know you can display stencils in the editor if you have all textures
Fish Face
Fish FaceOP•2mo ago
alright cool, well thanks for the extra info. I'll have another go at it and see what happens. One more thing though, I'm not sure what part of the MF_PaternID is broken/wrong Unless, you're saying, I need to change it from 0 to 1 or higher to see any results in the editor?
Rex
Rex•2mo ago
You somehow need to change the value to see any patterns The simplest thing to do in the editor, especially if you have your own material, is to use a hardcoded constant for testing
Fish Face
Fish FaceOP•2mo ago
in game, the number would change based on the user applying patterns, but in the editor I need to change value manually.... right?
Rex
Rex•2mo ago
Also remember that the MF_PaternID MF has a static switch parameter that you need to enable Yes
Fish Face
Fish FaceOP•2mo ago
so the get_paternID works... just not in the editor, without manually adjusting it like changing the get_colour value so your ffoundations aren't always black
Rex
Rex•2mo ago
Oh, it totally works in the editor, if you're willing to make a mesh with per instance data floats and make something to change them at runtime
AngryBeaver
AngryBeaver•2mo ago
0 is the only correct value unless you specifically authored a mesh with multiple UVs for an explicit preference
Rex
Rex•2mo ago
I'm trying to find an old video of mine but can't seem to find it
Fish Face
Fish FaceOP•2mo ago
alright, well i've changed the stencil texture to Virtual Linear Colour, set Texcoords 1, and i've pasted the MF_PaternID directly to the graph so i can change it easily. Next i'll extract the stencil file
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
I don't understand the purpose of these textures Am I supposed to replace with my own textures or are they important to the stencil function?
AngryBeaver
AngryBeaver•2mo ago
replace them with your own textures There's a principle that says if it's supposed to be changed, make it look as ugly as possible, even better if that helps you debug problems. so weird ugly debug textures you never want the user to see often show up in materials. because material instances with valid textures should be used instead
Rex
Rex•2mo ago
Yeah, these are changed in MIs
Rex
Rex•2mo ago
At some point I made this happen
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D4rk
D4rk•2mo ago
You can jsut drag a static mesh into the editor world and set data on it directly
Rex
Rex•2mo ago
I didn't know you could do that back then This was back in Update 8 times
Fish Face
Fish FaceOP•2mo ago
are there are settings in the detail pane that need to be enabled?
D4rk
D4rk•2mo ago
which settings?
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
on the left
D4rk
D4rk•2mo ago
All that looks correct.
Fish Face
Fish FaceOP•2mo ago
So I've got the patternID set to 1, and the texcoords set to 1... I tried 0 aswell
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Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
and i'm linking the entire graph straight in but with my own textures all i get is a white cube
Fish Face
Fish FaceOP•2mo ago
this is my foundation and it's UV
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Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
I would have thought that changing the numbers in the PatternID section would have changed the pattern in the Custom node? but it doesn't
D4rk
D4rk•2mo ago
The bool on BUseCustomPrimitiveData is set to true, so its not using whatever number you assigned to PatternID
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
both of those numbers are synchronised
D4rk
D4rk•2mo ago
Unfortunaly setting a value there wont work in the editor, once a scalar parameter has "Use Custom Primitive Data" checked, it wont output anything other than 0 unless it receives data from the mesh component. Create a different scalar to plug in there for the test, bypassing everything before the static switch
Fish Face
Fish FaceOP•2mo ago
ooookay, finally something has appeared
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Fish Face
Fish FaceOP•2mo ago
it's scaled much too big though, alot like my texture anyway, I guess i can work on injecting this in to my own material now
Rex
Rex•2mo ago
Try using this material with a default cube I think the UV mapping covers the entire top face
Fish Face
Fish FaceOP•2mo ago
I'm trying it with Angry's Gingerbread blocks and it looks a bit better
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
the scale is correct on the ginger blocks but that secondary pattern is wrong
Rex
Rex•2mo ago
What secondary pattern?
Fish Face
Fish FaceOP•2mo ago
the truck in the middle
Rex
Rex•2mo ago
I don't see any truck in the middle I don't understand
Fish Face
Fish FaceOP•2mo ago
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Rex
Rex•2mo ago
I see two lines What were you expecting to see?
Fish Face
Fish FaceOP•2mo ago
you don't see all the black markings between the lines? i'm pretty sure that's a factory cart path and the middle section should be white
Rex
Rex•2mo ago
Ah, now that you say so, I see something
Fish Face
Fish FaceOP•2mo ago
😂 im gonna load up the game and see what happens or not... i'm pretty sure my mod is crashing my game because of the error I posted in the fitcsit labs discord
AngryBeaver
AngryBeaver•2mo ago
Yeah there's some ghosting from the other coloured layers that I've been meaning to look at it my image. I had to rip it because it was the only way to feather the edge so I could get a nice gradient for the normals. but there's probably better ways to get it done
Rex
Rex•2mo ago
Hmmm
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
🎉
Fish Face
Fish FaceOP•2mo ago
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Fish Face
Fish FaceOP•2mo ago
Okay, now everything else is taken care of... I can finally look at this I tried increasing the stencil opacity and it does help, but it doesn't fix the extra markings which shouldn't be there
Fish Face
Fish FaceOP•2mo ago
If i set the stencil opacity to 100, i get this
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Fish Face
Fish FaceOP•2mo ago
Okay so it has something to do with these Min Max values
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Fish Face
Fish FaceOP•2mo ago
It's very close.... but there's alot of little chunks sticking in and out along the line
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Fish Face
Fish FaceOP•2mo ago
That's best I can get out of it
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Rex
Rex•2mo ago
Does the same appear in-game when using the original texture?
Fish Face
Fish FaceOP•2mo ago
yea Comparing it to SS Concrete, those patterns have nice straight lines and Gingerbread foundations show the same problem so I think it's the material rather than the mesh
Rex
Rex•2mo ago
Could be Would be nice if you could show your material so that D4rk can see if there's anything wrong
Fish Face
Fish FaceOP•2mo ago
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D4rk
D4rk•2mo ago
The blurry edges are caused by the texture mipping out. I'm not sure how vanilla solves this issue, but my method is to turn off mips. Select the stencil texutre sampler and change the MipValueMode to MipLevel (Absolute, 0 is full resolution), then plug 0 into the Level input on the sampler.
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Fish Face
Fish FaceOP•2mo ago
oh, awesome, thank you! I'm curious D4rk, Your material is stretched over quite a distance, and yet the quality is still quite high Are you using 4 or 8k textures? takes about 3 8x8 walls see a repetition of pattern with your material I have a 4k material stretched over about 2 8x8 walls and it's starting a tiny bit less detailed than yours does over a wider distance
D4rk
D4rk•2mo ago
My texture set is 2k, and I have a tri-planar world size of 1301, and a Lod size of 6947 In one of Ben Clowards videos, he talks about using prime numbers for tiling sizes
Fish Face
Fish FaceOP•2mo ago
I have the scale set to 0.1
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Rex
Rex•2mo ago
Is that to avoid clearly repetitive patterns?
D4rk
D4rk•2mo ago
Yes
Fish Face
Fish FaceOP•2mo ago
but i notice when i use the built in "WorldAlignedTexture" node, it wants 1000+ to match my 0.1 on the node I made from Bens video
D4rk
D4rk•2mo ago
I only use one texture that is channel packed. R= Normal X G=Normal Y B=BC texture A= Roughness The normal z is derrived
D4rk
D4rk•2mo ago
Its sampled once for the the normal tiling, the sampled again at a different tiling and blended by camera distance for an LOD
No description
Fish Face
Fish FaceOP•2mo ago
I still can't wrap my head around all the maths that happens in these material graphs, but I understand the overall concept the idea of 2 colours belonging to an axis, and then dividing those colours provides some result some how.... that sounds like withcraft to me I understand how some of the it works now though, and I can muddle my way through parts of the material nodes
Rex
Rex•2mo ago
Dividing what colours?
Fish Face
Fish FaceOP•2mo ago
Honestly I can't give an exact example, it's just the how I interpreted some of what I heard watching Bens videos on Tri-planar projection I understood the concept of tri-planar projection, why he did what he did his in videos and the fundamental goal of each change he made but, the maths and logic behind each individual node were jargon to me If I were more commited to fully understanding materials, I'd watch his videos from the start and maybe it would make more sense but, that's alot of time to invest, when really I just wanted to make a mod and learning materials is something people get employed for as a full time job :/

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