Blend Material Layers With Vertex Paint | Unreal Engine 5

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  • เผยแพร่เมื่อ 4 ม.ค. 2025

ความคิดเห็น • 62

  • @thereel1_real
    @thereel1_real ปีที่แล้ว +2

    How do I get the texture parameter values when applying the different textures in the material instance?

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว +1

      You can search "parameter" when adding a node in the material editor, or right click on an existing node and convert it to a parameter. Then it'll show up in your material instance list.

    • @thereel1_real
      @thereel1_real ปีที่แล้ว

      @@Procedural_Minds How do I convert a node into a parameter?

    • @thereel1_real
      @thereel1_real ปีที่แล้ว

      @@Procedural_MindsI found it!

  • @ijerofei
    @ijerofei ปีที่แล้ว +1

    You can paint nanite with modeling tools vertex painting

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      Really? I've tried it not too long ago and it broke as soon as I moved away and nanite reductions took over. I'll need to give it anther go.

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      Just tried to find what you were talking about, there's no vertex painting in the modeling tools. Enabling nanite still breaks vertex painting as I thought.

    • @ijerofei
      @ijerofei ปีที่แล้ว

      @@Procedural_Minds vertex painting in ue5.3 modeling tools

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      @@ijerofei Ah, I'm not using 5.3 since it's still in preview. That's great to know it's possibly going to work later. That's pretty exciting! :)

    • @lumosart
      @lumosart 11 หลายเดือนก่อน

      @@Procedural_Minds Just wanted to mention the workaround I've found for vertex painting in nanite. You disable nanite, vertex paint, make sure you hit apply, then when you convert it to nanite your painting stays put. One thing to mention though is that it will repeat on any instance you make...so its not great for kits as you would need a completely separate mesh for each piece.

  • @SuperMontana2008
    @SuperMontana2008 ปีที่แล้ว

    Another great tutorial, many thanks, hope to see more layered material tutorials 😊 can you do tutorial on object scale? Using the new layers?

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      Absolutely! It's very simple to scale the tiling on certain layers based on the objects scale, is that what you mean? Or is it something else?

  • @sephtv2759
    @sephtv2759 11 หลายเดือนก่อน +2

    Nanite meshes can still contain vertex color data, to be used as masks to drive various material computations, it just has to be baked into the mesh either in the 3D authoring program or possibily in engine with the modelling tools and applying it permanently to it. It won't work with overridden vertex painting.
    Do keep in mind if you're driving various material math and using the vertex color as masked data, if the masks are really sharp you'll see a visual pop as you move further away from your mesh as nanite decimates it down, so try to keep your vertex color masks a bit more blurry and more non descript if you wish to go this route.

    • @Procedural_Minds
      @Procedural_Minds  11 หลายเดือนก่อน +2

      When I first did this, back in 5.2 I tried baking in vertex paint data from a 3D program, but as soon a I enabled nanite it stopped working, disabling the nanite made the vertex paint work again. In 5.3 I believe this works though.

  • @hotsauce7124
    @hotsauce7124 2 หลายเดือนก่อน

    Is there a way to paint layered materials without vertex paint...to get smoother paint lines? May I ask, is Layered Materials just as strong as Substance Painter?

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน

      You can just use RGBA masks to have complete control over how it blends separate from vertex count.
      Layered Materials can be as strong as you want them to be, but you have to set it up. So you can even do blending modes, but it's not setup out of the box.

  • @oznfts5649
    @oznfts5649 8 หลายเดือนก่อน

    great explanation but can i ask with the main different between material layer and old layered material system in unreal or with other words what the advanced of it instead old layered material system

    • @Procedural_Minds
      @Procedural_Minds  8 หลายเดือนก่อน

      What is the old layered material system? I believe there's only one layered material system in Unreal. The other way of doing it is to manually put it all together in the main material itself, but then you're stuck with that amount of layers.

    • @oznfts5649
      @oznfts5649 8 หลายเดือนก่อน

      ​@@Procedural_Minds thanks for your replay
      yeah thats what i mean what the advanced of this way? and i can got all the functionality in other manually way?

    • @Procedural_Minds
      @Procedural_Minds  8 หลายเดือนก่อน +1

      @@oznfts5649 This method is modular. You can put as many or as few layers in this system.

    • @oznfts5649
      @oznfts5649 8 หลายเดือนก่อน

      @@Procedural_Minds thanks I’ll try use it with more complex stuff to discover it more specially it’s looks powerful with using mask

  • @deery4389
    @deery4389 หลายเดือนก่อน

    hello, great tutorial. I am having problem with a error sayig i exeeded maximum samples. I was only using rough,norm,base,metal and it worked but i think i changed something. The error is x4510. Any advice?

    • @deery4389
      @deery4389 หลายเดือนก่อน

      i fixed it, had to change texture sample nodes to be shared wrap

    • @Procedural_Minds
      @Procedural_Minds  หลายเดือนก่อน

      @@deery4389 Glad you got it figured out. Shared wrap does indeed allow you to bypass that limit. :)

  • @alexanubis1
    @alexanubis1 4 หลายเดือนก่อน

    would it be possible to add more then what you have added?

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      If you mean more layers, then absolutely. Add as many as you want. Just keep an eye out for your shader complexity. :)

    • @alexanubis1
      @alexanubis1 4 หลายเดือนก่อน

      for some reason, I'm not able to add more the 3 material layers to the material instance before it gives an error

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      @@alexanubis1 What is the error you're getting?

    • @alexanubis1
      @alexanubis1 4 หลายเดือนก่อน

      @@Procedural_Minds it's saying "implicit tuncation of vector type (-woonversion)

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      @@alexanubis1 I googled "ue5 implicit tuncation of vector type" and from what I can tell you're using a cheap contrast, not a cheap contrast RGB when you're dealing with multiple channels.

  • @voldemortsplace762
    @voldemortsplace762 ปีที่แล้ว

    Is it possible to bring this and the Height Blending system efficiently inside a master material ? If yes, then any suggestions on where should I put them ?

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว +1

      Absolutely, I have that already in my master material. You just chain multiply the controls in the layer blend section. Then they effectively play together really nicely.

    • @voldemortsplace762
      @voldemortsplace762 ปีที่แล้ว

      Guess I'll have to wait a while for your master material to come out (if you plan to release it).
      I'm using a master material function and I'm using your vertex blend and height blend chains with switches at the very end of that function (after MakeMaterialAttributes node). Unfortunately, that version doesn't work as intended and doesn't allow to add layers, as it does when used separately.
      Is there any timeframe when your master material be out ? Or can you make a short tutorial on how to set it up inside the master ?
      Thanks for the reply.

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      @@voldemortsplace762 I want to release it sometime this year, but most likely early next year. But I am now planning on starting to do some live streams of me working on my full setup some time in the next week or two, so people can ask stuff then, and I can more easily show / demonstrate different things.

  • @MUHAMMADDANISHBINZOLKEFLE
    @MUHAMMADDANISHBINZOLKEFLE 4 หลายเดือนก่อน

    HI there, Can you export the textures that you painted on that mesh? Is there a way?

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      Once you apply the vertex paint on a nanite mesh, I believe you can just export it back out and make sure vertex paint is enabled and you'll get it.

  • @julianbridges838
    @julianbridges838 11 หลายเดือนก่อน

    thank you so much! was getting so tired of seeing qixel birdge this and that , Hero!

    • @Procedural_Minds
      @Procedural_Minds  11 หลายเดือนก่อน +1

      You're very welcome, glad to help! :)

  • @wayancientmoon1142
    @wayancientmoon1142 10 หลายเดือนก่อน

    Hi, I’m currently working on optimizing my project’s materials and am exploring efficient ways to share data, such as masks, tweaked vertex colors, and UV scaling, across different material layers or within material layer blends. I understand that sharing these parameters can significantly simplify the material setup by reducing the redundancy of inputs and potentially streamlining the workflow. However, beyond simplifying parameters, I’m curious about the performance implications of this approach.
    Could someone explain how to effectively share data like masks, tweaked vertex colors, and UV scaling across material layers or blends? Additionally, does this method of sharing data between layers or blends offer any performance benefits, such as reducing shader complexity or improving render times? I’m particularly interested in understanding if there are best practices or specific techniques within Unreal Engine that facilitate this kind of data sharing while also optimizing material performance.
    Thank you for your insights!

    • @Procedural_Minds
      @Procedural_Minds  10 หลายเดือนก่อน

      The main place you you save is in texture memory when using vertex paint. Reusing tiling textures even 1000 times still counts as 1 texture cost. So if you setup a more complex material that allows for control but reuses the same textures, it'll be significantly cheaper than 1000 unique textures with a much much simpler material.

    • @wayancientmoon1142
      @wayancientmoon1142 10 หลายเดือนก่อน

      Hi, thanks for your reply. Another question on this topic is how to share information across MLs and MLBs. for example, I created a procedural mask that will be used in different material layers, in traditional material, I just added a Name Reroute and recalled it in each block since they are in the same network editor. However, I couldn't find a good way to share the mask across MLs and MLBs.

    • @Procedural_Minds
      @Procedural_Minds  10 หลายเดือนก่อน

      @@wayancientmoon1142 You expose it and then pipe it into the ML or MLB in the layer menu. If you always use the same ones, you can make a version that has the ones you want to use always as the defaults.

  • @protophase
    @protophase ปีที่แล้ว

    Is this resource heavy? If I for example use this for all of my objects, I'm planning to apply snow on top of objects without using height maps. Will this be a good way to do it?

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      If you want snow on the tops, then there's better ways to do it, but in terms of layered setups it's pretty light since there's barely any extra computations on top. For snow tops you could do a top down angle mask. So it masks the tops of objects, instead of having to paint each one, and that way it can be rotated and still always have snow on top. I can also do a tutorial for something like that if you'd like. :)

    • @protophase
      @protophase 5 หลายเดือนก่อน

      @@Procedural_Minds I didn't see this! Yes please! I'm making a retro style game and all I want to do is to be able to blend textures together and paint snow on objects and the world in the engine directly without touching the base texture. I think I'm going to make a master material from where I can control this, paint shadows using vertex painting and create a sort of ps1-esque look using world position and manipulate the polygons.

  • @isaac.3347
    @isaac.3347 ปีที่แล้ว

    Thank you so much!

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      Absolutely! If there's anything else you want to learn, never hesitate to ask. :)

  • @ryanisanart
    @ryanisanart ปีที่แล้ว

    how much do you think substrate (when its fully implemented with UI and everything) will change these workflows?

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว +1

      I don't think it will honestly. The workflows will stay the same from everything I've seen, the only difference is that you'll just have different inputs, and maybe a toggle to go between the two versions. I plan to convert my entire system to substrate as well once it's released. :)

  • @ZimMabu_GameDev.
    @ZimMabu_GameDev. ปีที่แล้ว

    thanks mate

  • @Opt4grunt
    @Opt4grunt 6 หลายเดือนก่อน

    You might want to fix your disclaimer bro but thank you for the video great tut!

    • @Procedural_Minds
      @Procedural_Minds  6 หลายเดือนก่อน

      How so? Even with 5.4 vertex painting still isn't properly working with nanite the same way it does for non-nanite objects. You can't paint the vertexes on the same object different ways while it's in the level. Vertex painting can be done on a nanite piece but then every copy will have that paint, it won't be unique per object like the typical way vertex paint is used.

  • @ijerofei
    @ijerofei ปีที่แล้ว

    Yeah, when enabling \disabling nanite on painted mesh painting brokes

    • @Procedural_Minds
      @Procedural_Minds  ปีที่แล้ว

      Yeah, nanite doesn't support it. And it makes sense cause nanite vertexes don't stay consistent, they are constantly changing depending on distance and settings.

  • @sorog.online1378
    @sorog.online1378 วันที่ผ่านมา

    something is missing in this tutorial...

    • @Procedural_Minds
      @Procedural_Minds  วันที่ผ่านมา

      It is a very old tutorial as many things have changed with the engine, so I'm not surprised there are things that are missing at this point.

  • @whoisprize
    @whoisprize 3 หลายเดือนก่อน

    This is the worst tutorial i watched in a long time. Not everyone is as fast as you. You cutting out portions of the video to make it faster, confused me multiple times throughout the video. Its just annoying when you have to stop the video every 2 two seconds to apply the steps and not being able to hear a sentence without rewatching!

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน +1

      Sorry you feel that way. I've definitely gotten better over time and will continue to improve as I make more content. :)

    • @reinaross7679
      @reinaross7679 6 วันที่ผ่านมา

      Did you figure out the part at 7:37?

    • @whoisprize
      @whoisprize 5 วันที่ผ่านมา

      1/10 troll comment