Remember when changing the color texture to something else, also change the Normal Map to match:Īpply the Material Instance onto the Landscape I like using Divide with LandscapeCoords node.ĭouble click on the Material Instance to open Material Instance Editor then enable the Parameters you want to change:Ĭhange Roughness, textures (color and normal) and texture tiling: The one you use is up to you and how you want to change texture tiling. With Divide you increase the number above 1 to decrease texture tiling. With Multiply you have to lower the number below 1 and into fractions to decrease texture tiling. Only difference is the value have to use to control tiling. You can also use Multiply instead of Divide, both will work. So both Color and Normal Map texture tiling get updated at the same time with one Parameter: Make sure you connect the same Divide Output to the Color and Normal Map Texture Sample. Insert a Divide node and create a Scalar Parameter and name it:Ĭonnect LandscapeCoords into Divide A and Scalar Parameter into Divide B, then Divide output into UV input of the texture that you want to change tiling to. You can't convert LandscapeCoords expression to a parameter so we have to do few things to set this up. You have to do this to both to Color and Normal Map because when you change the color texture it has to match the correct normal map. This will allow you to change Color and Normal Map textures through the Material Instance. Name it and Group it and do the same to the Dirt texture:Īlso Convert the Normal Maps to Parameters and give another name: Right-Click on the Color Texture Sample and choose Convert to Parameter: It is the same thing as converting a Constant1Vector to a Parameter. Quicker way to creating a Parameter is to Hold S and Left Click. Grouping Parameters will help to keep them organized inside the Material Instance: Select both Roughness Parameters and in Details panel assign them to a Group called Roughness. Repeat for the second Roughness Constant1Vector. I also assigned this Parameter to a Group and named it Roughness: Select the Parameter and in Details panel give a Default Value. This name is what will appear in the Material Instance: Right-Click on the Constant1Vector and choose Convert to Parameter: The Roughness controls are Constant1Vectors: Note: not all Material Expressions can be converted to a Parameter.Ĭonverting a node (material expression) to a parameter will expose it inside the Material Instance Editor so you can make adjustments. If you Right-Click on most Material Expressions you'll see an option to Convert to Parameter: Open the Material Editor by Double-Clicking on the Material: ![]() These parameters will then be exposed to change in the Material Instance Editor. You have to create parameters inside the Material. Material Instance will not have any properties to change yet because we haven't set them up. I usually just keep the postfix UE4 gives me. UE4 will automatically add a postfix of _INST to the name. In the Content Browser, Right-Click on the Material and choose Create Material Instance: See this tutorial for how to create a 2-texture landscape material. Material Instance requires you to have a Material so you can create a Material Instance from.
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