Dynamic Material Instances Per Actor, Pro Tip!

แชร์
ฝัง
  • เผยแพร่เมื่อ 14 พ.ย. 2024

ความคิดเห็น • 48

  • @vid828
    @vid828 หลายเดือนก่อน +1

    My god man, how is this the only tutorial on yt that explains this important feature? Ive been pissing about with custom primitives and blueprints to try and achieve this very simple feature. Thank you so much for this!

  • @soulburner1982
    @soulburner1982 10 หลายเดือนก่อน +8

    For those who can't find this button, it's not a part of a vanilla UE. It is a part of a "Virtual Camera" plugin. Install it and the button will appear.

    • @radivarig
      @radivarig 6 หลายเดือนก่อน +1

      @GUMLIVES put this info into the description please

    • @GUMLIVES
      @GUMLIVES  5 หลายเดือนก่อน

      Ok, Ill add it.

  • @turningcog
    @turningcog 5 หลายเดือนก่อน +1

    thanks , i came across this button and forgot about it for a few days and then saw it again and had to know what it did

  • @Fredric_huni
    @Fredric_huni ปีที่แล้ว +4

    That's cool! But how can i find that button to 'create dynamic material'.
    I can't find that...
    And Can you tell me how to show stats override UE window like your window?

    • @刘佳辉-x7v
      @刘佳辉-x7v ปีที่แล้ว +3

      +1

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      The materials needs to be a material instance and with overrides on for the parameter you want to edit.

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Create a material instance. Or try it with a Megascans material instance.

    • @VHShark
      @VHShark ปีที่แล้ว

      Hi I also cant find the button, had Material Instance and checked the properties I want to override but still nothing. Im using 5.1. I want to change 1 property on my static mesh material.

    • @soulburner1982
      @soulburner1982 10 หลายเดือนก่อน

      @@VHShark This is a part of the "Virtual Camera" plugin

  • @Skytrain84
    @Skytrain84 ปีที่แล้ว +2

    That is a very cool tip! That is not something I've noticed being there so thanks very much for sharing.

  • @HussinKhan
    @HussinKhan ปีที่แล้ว

    I never knew what the button was for until today! Thank you gabe!!

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Happy to help!

  • @lz4090
    @lz4090 ปีที่แล้ว +1

    Haha this so helpful. Hehe does this have additional cost when you have several different settings for different actors but using the same material instance? Good job on the thumbnail, straight to the point. Thanks

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Many thanks for your comment.

  • @vidayperfumes7514
    @vidayperfumes7514 ปีที่แล้ว +1

    Awesome, Thank you

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Thank you for subscribing

  • @essamibrahiem2896
    @essamibrahiem2896 ปีที่แล้ว +1

    Thank you so much, this is actually very helpful tip !!!!

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Subscribe for more!

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Subscribe for more

  • @VictorBogdan
    @VictorBogdan ปีที่แล้ว +2

    Hello
    I don't have this button. How to add it?

    • @Monochrome010
      @Monochrome010 ปีที่แล้ว +1

      Did you found a solution?

    • @VictorBogdan
      @VictorBogdan ปีที่แล้ว +2

      @@Monochrome010 No 🤷‍♂️

    • @6Kony9
      @6Kony9 ปีที่แล้ว +2

      Also looking for this option that I had on certain of my projects but not others... Incomprehensible! 😤
      I finally tried to debug between a project that had the option and a new project without anything, and I finally found that it's a plugin that adds the option.
      It's the “Virtual Camera” plugin!
      Voilà, good luck for the future 😉

    • @namrog84
      @namrog84 10 หลายเดือนก่อน +1

      I looked into this further. Virtual Camera uses 2 other plugins, important one being VirtualCameraCore. VirtualCameraCore uses 12 other plugins. The important one being "VirtualProductionUtilities". This VirtualProductionUtilities is the one that contains the relevant code/section for "Create Dynamic Material" if you want to include the minimal amount of indirect plugins. Since I didn't want to include everything that VirtualCamera indirectly activates.
      Even that one includes too many so I'm liking to rip out the materials editor module and port over to my own.
      tl;dr; You actually want "VirtualProductionUtilities"

  • @manonthedollar
    @manonthedollar ปีที่แล้ว +1

    I don't have this button in 5.2 when using a Material Instance :(

    • @6Kony9
      @6Kony9 ปีที่แล้ว +2

      Also looking for this option that I had on certain of my projects but not others... Incomprehensible! 😤
      I finally tried to debug between a project that had the option and a new project without anything, and I finally found that it's a plugin that adds the option.
      It's the “Virtual Camera” plugin!
      Voilà, good luck for the future 😉

  • @rattlesnake3d
    @rattlesnake3d ปีที่แล้ว +1

    First of all , thank you for sharing , do you have any info on the cost of doing this? does using dynamic material instance takes a hit on the performance somehow?

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว +1

      My guess is that as long as you have one material per actor it shouldn't be much of an impact.

    • @kettenotter
      @kettenotter ปีที่แล้ว +4

      Hey this depends on your scene:
      - The instance itself will take up a tiny amount of ram and vram.
      - The mesh will break auto instancing if you use a dynamic material (unreal will try to combine the same mesh with same material into one drawcall, nanite on the other will combine all the same materials into one draw call, even different meshes, so this might affect nanite even more)
      - so don't overdo it and assign it to each pebble but when your scene has only a couple here and there there should be no performance difference
      - if you want better performance and don't break instancing, but have a per instance control you can use "custom primitive data" in the material

    • @rattlesnake3d
      @rattlesnake3d ปีที่แล้ว

      @@kettenotter thanks man! :)

    • @dr_j0nes
      @dr_j0nes ปีที่แล้ว

      ​@@kettenottercan I use custom instanced data on a non instanced mesh?

    • @kettenotter
      @kettenotter ปีที่แล้ว

      @@dr_j0nes No. There is per instance custom data which you can't use.
      But you can use per primitive custom data. Its a little bit confusing.
      For per instance custom data you need instanced static mesh (ISM) component or any of it's children.
      Per primitive custom data you can use on any mesh. Even on ISM but then all instanced will get the same input. But if you use it on a static mesh actor you can controll it per instance and it should still combine draw calls with unreal engines auto instancing if you don't use nanite and with nanite it should draw them in one drawcall anyway.

  • @Monochrome010
    @Monochrome010 ปีที่แล้ว +1

    Does anyone know where this button is in 5.3.1 ?

    • @6Kony9
      @6Kony9 ปีที่แล้ว +2

      Also looking for this option that I had on certain of my projects but not others... Incomprehensible! 😤
      I finally tried to debug between a project that had the option and a new project without anything, and I finally found that it's a plugin that adds the option.
      It's the “Virtual Camera” plugin!
      Voilà, good luck for the future 😉

    • @Fudds
      @Fudds ปีที่แล้ว +2

      @@6Kony9 Thank you! This worked for me! \o/

  • @iherok
    @iherok ปีที่แล้ว

    Is it correct to assume that all exposed parameters can be key-framed in sequencer?

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว +1

      Yes, but be careful that that will create another dynamic material. Is the same deal but with a different tool.

  • @marcodigristina6028
    @marcodigristina6028 ปีที่แล้ว

    the purpouse of this is to not have 10 instances but just one with multiple colors on the single objects?

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว +1

      Yes, not only colors but per actor changes on every parameter override in the material instance. Although must be used after the material is done because as you see new overrides or even new parameters wont be added to the dynamic materials, until you reset it.

  • @carlosrivadulla8903
    @carlosrivadulla8903 ปีที่แล้ว

    Is that a 5.2 thing? Damn, that isn't even on the roadmap.

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Nope, is there since 5.0. But now you know, hehehe.

  • @stubbornox9522
    @stubbornox9522 หลายเดือนก่อน +1

    It's not optimization

    • @GUMLIVES
      @GUMLIVES  หลายเดือนก่อน

      Creating a separated Material Instance will create a Draw Call, Dynamic Instances wont.