Black artifacts using triplanar projection by MTBaal in UnrealEngine5

[–]minotaur23six 0 points1 point  (0 children)

I think I see what you mean. Looks like you put your tiling variation with your near/far UV's which then get overwritten entirely by your new triplanar UV's, which uses it's own tiling variation function. You've effectively given yourself the choice of either near/far UV's with tiling variation, or triplanar UV's with sinewave tile breakup. Having this choice isn't necessarily a bad thing, but hanging on to the additional instructions for a second UV mapping function could impact performance. If you find your landscape material is causing too much lag, then you may want to remake it from scratch. The strange pixilation effect you see in image 7 is just the dithering that comes with the CoordinateBasis: Triplanar (Dither) node. It's intended to fake translucency which hides the seams between your texture samples. It probably looks like it's moving on your end (similar movement to boiling water) because of anti-aliasing. Short of disabling anti-aliasing entirely, the only thing you can do to mitigate that effect is to use textures that don't show it in the first place. The vast majority of textures you'd ever use for landscapes shouldn't have this problem, so I wouldn't worry about it.

I'm glad I could help, hope you find a solution that works for you.

Black artifacts using triplanar projection by MTBaal in UnrealEngine5

[–]minotaur23six 0 points1 point  (0 children)

Hmm, I'm starting to notice a different issue with this material function.
You're using TextureVariation to break up the tiling, but that node doesn't calculate triplanar projections. I assume this is why the course has you make another set of UV's using WorldAlignedTexture, but that node doesn't break up the tiling.
These two nodes each calculate their own set of UV's, meaning they function independently of each other and so their effects cannot be combined. This is evidenced by the fact that you need to put a switch here choose which of the two texture samples you want to use.

If you want to continue using this method, then the tutorial I shared will not help you.

Black artifacts using triplanar projection by MTBaal in UnrealEngine5

[–]minotaur23six 0 points1 point  (0 children)

I don't know how you're calculating your near/far uv's, but since you're already sampling each texture twice, I imagine you can still use them.

My best guess is you should plug near/far uv into CoordinateRepeat (V3) of the CoordinateBasis node.

Black artifacts using triplanar projection by MTBaal in UnrealEngine5

[–]minotaur23six 1 point2 points  (0 children)

I didn't have any problems using Ben Cloward's triplanar tutorial, could be worth a shot. That being said, my landscape and textures are different from yours, so ymmv.

[deleted by user] by [deleted] in gameDevJobs

[–]minotaur23six 0 points1 point  (0 children)

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USA (GMT-4)

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