Unreal Engine Tiling Pattern with Texture Coordinate Node

This title was summarized by AI from the post below.

Using this simple node setup, we can create a tiling pattern in Unreal Engine materials. All we need are a Texture Coordinate node, a Multiply node, and a Frac node. Connecting it to the UVs input of any shape will result in creating a pattern.

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Nice setup! fully procedural, no textures, and easy to control the dot count. Love it

It reminds me of something, Andrei Zelenco has PDF files with the exact same techniques and other multiples tricks, but implemented in Substance Designer. Since Unreal and Substance both rely on math, the same principles apply to both. https://www.artstation.com/artwork/BXglkk

In one of our projects, we created materials with screentones using a similar technique. The only difference was that we did not use “RadialGradientExponental.” 🙂

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