From the course: Unreal Engine: Materials for Architectural Visualization

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Creating tileability

Creating tileability - Unreal Engine Tutorial

From the course: Unreal Engine: Materials for Architectural Visualization

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Creating tileability

- [Narrator] Although there are lots of techniques that can be used when it comes to hiding repetition in a substance texture. In this particular video, we just want to show the difference between tiling the end result of the material as a whole, versus the effects that we get when we instead tile only specific elements inside the substance graph itself. With our painted metal substance loaded into Designer then, let's say that we now want to add a little more detail to the material as a whole, and so, decide to tile it. If we come to the material menu, and click the edit button, we can tell the map from here using, unsurprisingly, the tile option. And so, let's set it to a value of four, and then note that the end result is, well, less than satisfactory, with the most noticeable part of the material giving away the fact that we have just tiled the texture, being the details in the dirt. Thankfully, though, substance designer lets us expose parameters on any node in the graph. Meaning…

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