@@suraj.1889 custom nodes is out of my knowledge. But I'm planning to make video about all the nodes, and using them to create different materials. And then using them to enhance the look of our environments.
how would i add this kind of section onto a material that already exists? i can pretty much assume i can duplicate the previous "base colour" section, but how would i fuse the two of them? just by using a lerp node at the very end of it all? also, if i do that, will it make the process load enormous?
Yeah, it's also got height lerp in it. This video is for those who are curious how they can make this effect. And what nodes they should use. For example, I used the nodes in this video to create these materials: th-cam.com/video/X5LsyzjKFGI/w-d-xo.htmlsi=FyvXiJg18fGDB6bN th-cam.com/video/B2FqzZ5W9BU/w-d-xo.htmlsi=FNO3x5Bzi3Nz0MW1
@@sparrow-jm4zf that's because we're using a height texture for the blend. If you wanna see the height, you should use tessellation. Watch this video: th-cam.com/video/X5LsyzjKFGI/w-d-xo.htmlsi=tsrVeELretq1mtSa
@@HojDee thanks for the reply but I want to do it without the tesselation just like how we do it in substance painter we just input the height value of one layer and it creates the effect of the thickness
@@sparrow-jm4zf that's displacement, which is the same as nanite tessellation in ue5. If you don't want displacement, then the only thing that can give an illusion of height is normals. You can tweak that
Update: in Unreal Engine 5.5 support for per instance vertex painting on nanite meshes has been added!
A video of this quality is hard to find! Thank you very much!
glad you like it :)
Just wanted to say I really appreciate your videos! They're so easy to understand/follow ^^
Hi! Thanks for your nice comment! I'm glad you liked the videos :)
Easy to understand lessons. Just what we all missed at school :D
Yeah :))
while mesh painting you can press x on your keyboard to switch between black and white or 0 and 1.
Thanks for the tip!
@@HojDee You are welcome! For future videos I really hope you can dabble with more Math in materials, like making custom nodes in material graph etc.
@@suraj.1889 custom nodes is out of my knowledge. But I'm planning to make video about all the nodes, and using them to create different materials.
And then using them to enhance the look of our environments.
very nice video, but what's the method to use te example 2 and 3 at the same times?
Let me check it and get back to you
Watch this video, I think it answers your question:
th-cam.com/video/X5LsyzjKFGI/w-d-xo.htmlsi=bG6JkV3uwxJIyEfS
how would i add this kind of section onto a material that already exists? i can pretty much assume i can duplicate the previous "base colour" section, but how would i fuse the two of them? just by using a lerp node at the very end of it all? also, if i do that, will it make the process load enormous?
@@offyourocker vertex paint isn't that expensive.
It's better to use a lerp and vertex node before connecting to the main material node.
So good ! Thank you !!
I'm glad you liked it :)
@@HojDee Gold Channel to learn Unreal easily. Thanks for your time.
@@unreal_animations you're welcome :) means a lot!
you are awasome
Thanks :)
F uh h b mw
Jt
hola, a mi no me pinta ninguna malla en ningun proceso, y tengo todos los blueprints tal cual los tienes tu. Porque?
It's hard to tell really. Make sure your mesh has enough vertices. Make sure it's not nanite.
Can I use this with nanite displacement ?
@@reinohvp sure! Watch this video:
th-cam.com/video/X5LsyzjKFGI/w-d-xo.htmlsi=6J6vS_IRsgbvumZY
We can use blend material in megascan bridge what is the diffrent?
Yeah, it's also got height lerp in it. This video is for those who are curious how they can make this effect. And what nodes they should use.
For example, I used the nodes in this video to create these materials:
th-cam.com/video/X5LsyzjKFGI/w-d-xo.htmlsi=FyvXiJg18fGDB6bN
th-cam.com/video/B2FqzZ5W9BU/w-d-xo.htmlsi=FNO3x5Bzi3Nz0MW1
but it doesnt give the effect of height or u can say like the thickness of the layer
@@sparrow-jm4zf that's because we're using a height texture for the blend. If you wanna see the height, you should use tessellation. Watch this video:
th-cam.com/video/X5LsyzjKFGI/w-d-xo.htmlsi=tsrVeELretq1mtSa
@@HojDee thanks for the reply but I want to do it without the tesselation just like how we do it in substance painter we just input the height value of one layer and it creates the effect of the thickness
@@sparrow-jm4zf that's displacement, which is the same as nanite tessellation in ue5.
If you don't want displacement, then the only thing that can give an illusion of height is normals. You can tweak that
@@HojDee okay thankyou now i have to figure out ho to tweak the normal btw if u know how to can u tell ?
@@sparrow-jm4zf watch this:
th-cam.com/video/X5LsyzjKFGI/w-d-xo.htmlsi=XdSbkSYRUMiScavE
You'll learn how to do it