How to use parallax mapping for environments | Unreal Engine 5

This video shows how to use parallax mapping in Unreal Engine 5. You will learn how to make modular 3D models and use them for parallax mapping in Unreal Engine 5. The final render was done in Unreal Engine 5.

Front Wall

In the content drawer I make a new folder for my content

In this folder I make and save a new level

I also import the textures I will be using (downloaded from Ambient CG)

In the modeling mode, I add a box for the front wall – scaling is appropriately

I add a second box to use as my Boolean object so I can make a window for the room

I make the material for the bricks – using just the albedo texture

I add the bricks material to the front wall

I right-click on the wall and choose “browse to asset”

I then rename the mesh

Under the attributes tab, I select “edit materials”

I drag-and-drop the bricks texture onto the active material slot and click on “assign active material”

Window

I add a rectangle and scale it to form the front part of the window

I add a second rectangle for the rear of the window

I right-click on the cubemap and choose “browse to asset”

I then rename the mesh and I also rename the glass mesh

I select the glass mesh

Under the attributes tab, I select “edit materials”

I change the active material slot to “alias reference” and click on “assign active material” – this will just be temporary

I select the cubemap mesh

Under the attributes tab, I select “edit materials”

I change the active material slot to “advanced flag” and click on “assign active material” – this will just be temporary

Interior Wall

I add a new box and scale it – this will be my interior wall

I make a new material for the planks texture

I drag-and-drop the planks material onto the wall

I right-click on the wall and choose “browse to asset”

I then rename the mesh

Under the attributes tab, I select “edit materials”

I drag-and-drop the planks texture onto the active material slot and click on “assign active material”

Floor

I add a rectangle and scale it to the proper size for a floor

I drag-and-drop the planks material onto the floor

I right-click on the floor and choose “browse to asset”

I then rename the mesh

Under the attributes tab, I select “edit materials”

I drag-and-drop the planks texture onto the active material slot and click on “assign active material”

Ceiling

I add a new rectangle and rotate it into place for the ceiling

I drag-and-drop the planks material onto the ceiling

I right-click on the ceiling and choose “browse to asset”

I then rename the mesh

Under the attributes tab, I select “edit materials”

I drag-and-drop the planks texture onto the active material slot and click on “assign active material”

Blueprints

In the project folder, I add a blueprint class and choose actor

I open the blueprint actor and add a static mesh

I rename the static mesh and open the interior wall mesh

I duplicate the wall three times and place them to make a box

I select the front wall and activate “visible in scene capture only” – this will allow me to see the interior

I add another static mesh for the floor and open the mesh

I add another static mesh for the ceiling and open the mesh

I add a “scene capture component” cube to add a camera

I place the camera in the center

I deactivate “capture every frame”

I also add a light and place it in the box

For the texture target of the camera, I choose “cube render target” and save it

I right-click on the texture and select “create static texture”

Cubemap

I add a new material and rename it

I open the material and add an InteriorCubemap

I add a ScalarParameter and rename it to X_Tiling

I set the default value to 1

I duplicate this parameter and rename it to Y_Tiling

I add an append vector node and connect the two scalar nodes

I connect the append vector node to the tiling input

I add a StaticBoolParameter and rename it to randomize

I activate default value and connect this to the randomize rotation

I import the room texture I just made

I convert it to a parameter and rename it

I connect the interior cube map to the UV input

I connect the room texture to the base color

I apply and save the material

I open the cubemap mesh and open the interior master material

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