Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How Do I Make 2 Textures Look Like 1?

Hello, I am new to Unreal Engine. Is there an easy way to make these 2 textures look like 1 in UE? (so that the lines between the cracks match also without the line in between the objects).

alt text

alt text

Here is my texture setup. alt text

Any help is welcome. Thank you.

Product Version: UE 4.16
more ▼

asked Jul 01 '17 at 07:35 PM in Using UE4

avatar image

8 1 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I'm assuming that you have a "tileable" texture; the texture can "wrap around" on a 2D plane without showing seams, and that this issue arises from two separate world objects (which is kind of suggested in your question).

You might want to look into using Absolute World Position based UVs. This makes it so the UVs that your textures use aren't mapped from their position locally on a specific object, but are based on where the object's vertex exists in world space.

You do this my changing your material setup so that the UVs for the texture are taken from an "Absolute World Position" node (kind of self explanatory I guess, once you know the jargon :) ) Anyway, Matthew Wadstein (bom, bom, bom) has a little tutorial on how to achieve this:


NB. Do note, if you have any steep angles up the Z axis (cliffs etc) you might see some nasty artefacts owing to UV stretching; there are ways around this too - however if I've understood you correctly, this should be what you're looking for to get over the main hurdle.

more ▼

answered Jul 01 '17 at 07:56 PM

avatar image

521 8 12 25

avatar image DerPurpelHelmut Jul 01 '17 at 09:36 PM

Hey if it worked for you, consider pressing the green tick to mark the answer correct (instead of just upvote) - that way anyone reading it the future knows it was the answer to your issue.

avatar image vilko1 Jul 02 '17 at 09:47 AM

Sorry, I was afk after posting this question and I only saw it this morning. I did watch the video and it worked. Thanks for the help.

If anyone has the same issue then I recommend to watch these 2 videos and follow them slowly and carefully so that you don't miss any values being changed.



Thanks again for the help :).

avatar image DerPurpelHelmut Jul 02 '17 at 12:56 PM

Oh someone else came along and upvoted then! I figured it must be you and as new just wanted to make sure it went "green". So glad it worked for you - I remember starting out and having similar issues - so simple yet if you don't know it you're stumped.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question