
Explore the general case of world position offset animation by combining the five terms: time, animation, mask, direction, and intensity to drive linear motion.
Unreal 5 materials enable advanced rotation for world position offset animation by using a center mask from vertex colors to drive chain sway with time-based sine variation.
Learn vertex painting for Unreal assets by exporting an asset, painting vertex colors in Maya, and transferring colors from a low-poly plane to a high-poly mesh to create a gradient.
Learn to create realistic grass motion by combining local and global wind variations driven by object position and vertex colors, then layer a cross wind for dynamic cross-direction movement.
Rotate tall grasses around their object pivot using world position offset, driven by wind direction, sine-based motion, and vertex color masks, with local and global variation from material parameter collections.
This lecture demonstrates fern rotation using world position offset, rotating around the plant pivot under x-axis wind, with vertex colors signaling stiffness and scaled correction.
Master world position offset techniques to create camera-facing sprites and spline-thickened tubes in Unreal 5 materials. Update normals in world space and disable tangent space normals for correct lighting.
Recalculate normals for a sine-wave world position offset surface by taking a second nearby point, cross-product to derive the normal, and scale by a normal intensity for realistic reflections.
Following up from Unreal 5 Materials Part 1 - Environments we take a 7 hour deep dive into World Position Offset in Materials in Unreal Engine 5 - in this course we cover the basics of what World Position Offset is and how it works technically as well as covering many examples to add life to your scenes and create realistic foliage animations.
Part 1 covers the background to World Position Offset, including a technical breakdown of how it works and how we can use World, Local and custom Vectors to control our Animations
Part 2 is a series of simple examples - from hanging chains to basic cloth, that reinforces the theory from Part 1, while also introducing a few key workflows.
Part 3 we take a look at foliage shaders - how we can use a Global Wind parameters to control multiple materials at once, and how each Foliage type requires different World Position Offset settings.
Part 4 we cover some more advanced uses of World Position Offset and take a look at Rederiving Normals to ensure the shading of our models is correct when using World Position Offset.
Part 5 takes a look at some World Position Offset uses that affect the overall world, rather than individual objects - creating curved worlds easily using shaders.
WPO is a great technical subject that can help you to learn about Vector Maths and how to use Blueprints and Vertex Colours to control our models and materials.