UE5 Layered Materials

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  • เผยแพร่เมื่อ 20 ม.ค. 2025

ความคิดเห็น • 65

  • @Jeroen_G
    @Jeroen_G 2 ปีที่แล้ว +48

    The problem you're experiencing is with a build in limit of 16 textures per material (probably for compatibility). To fix this you need to change the "sample source" from every texture used in those material layers to "shared wrap". This should give you a limit of 128 textures instead which fixes the compiling issues.

    • @Nexttut
      @Nexttut  2 ปีที่แล้ว +2

      Thanks for the solution!

    • @catmadethat
      @catmadethat 2 ปีที่แล้ว +2

      Where can I find the option to change the sample source for the textures?

    • @Jeroen_G
      @Jeroen_G 2 ปีที่แล้ว +7

      @@catmadethat Open the material in the material editor. Select the "Texture Sample" node in the material graph then go to the lower left details panel. Here you'll find the option "Sampler Source" (under "Material Expression Texture Sample") in the dropdown menu select "Shared Wrap"

    • @catmadethat
      @catmadethat 2 ปีที่แล้ว +1

      @@Jeroen_G Thank you so much!

    • @rainbowcatcher
      @rainbowcatcher 2 ปีที่แล้ว +1

      Thanks!

  • @starrk92
    @starrk92 ปีที่แล้ว

    Ok, i just found out this tutorial and its pure gold. I didnt know about layer system in Unreal. So with helping of This tutorial i build complex material for the rock, including RGB Mask and Mesh normals and others controllers instead of lerping it in one material. Its just great. Subscription up.! :)

    • @Nexttut
      @Nexttut  ปีที่แล้ว

      Wow, that's nice to hear! 🫶

  • @86Dina
    @86Dina 10 หลายเดือนก่อน +3

    Great tutorial! Could you make a lesson about vertex painting on a mesh using layers?

  • @ffabiang
    @ffabiang 4 หลายเดือนก่อน

    thanks a lot, I am not very used to materials in UE but this was incredible helpful to understand how the layering system works

    • @Nexttut
      @Nexttut  4 หลายเดือนก่อน

      Great to hear it! Thanks for the support too 🫶

  • @mm007_
    @mm007_ 6 หลายเดือนก่อน

    20:45 The section turns red when I try to drop the material layer instance into the material intance layers, what could be the problem?

  • @czardrum
    @czardrum ปีที่แล้ว

    5:18 prease how do you do the red and blue nodes? Is the green, constant 1? Thank you

  • @dariopinto5787
    @dariopinto5787 ปีที่แล้ว +1

    Do you know how we could add displacement to this?

    • @dariopinto5787
      @dariopinto5787 ปีที่แล้ว

      Figured it out! Make sure you change the magnitude to a normal value, otherwise your model will be broken.

  • @UnchartedWorlds
    @UnchartedWorlds ปีที่แล้ว +1

    Would it be possible to use mesh paint to paint the blendmask instead of making it before coming to UE5 in SP or Zbrush?

    • @Nothingreallyexists
      @Nothingreallyexists 7 หลายเดือนก่อน +1

      Not really, thats vertex painting. the blendmask generation process is skipped in this video but you can see at like 16:57 he sorta just takes a few masks "out of the oven" already which is an important detail.

  • @knl654
    @knl654 13 วันที่ผ่านมา

    Thank you so much for making it simple, How are the uv islands on this one,

    • @Nexttut
      @Nexttut  13 วันที่ผ่านมา +1

      You're welcome! Hope it helps ❤️

  • @snook-official
    @snook-official ปีที่แล้ว +2

    your texture sample has an RGBA output at the bottom, could you not have just used that instead of using an append node?

    • @SpicyMelonYT
      @SpicyMelonYT ปีที่แล้ว

      yeah that was a funny oversight

  • @texmurph
    @texmurph 5 หลายเดือนก่อน

    Very helpful - first guide that helped me understand Material Layers.
    However, curious if you have any advice for working with textures that don't have a mask. I'm using purchased assets from multiple sources, so it's not as consistent.

  • @hardway777
    @hardway777 ปีที่แล้ว

    If I want to changge layer's parameters, then I must operate with layer? Can I create params in Material for all my layers and use its in layers?

  • @JieDu-yj2vd
    @JieDu-yj2vd ปีที่แล้ว

    How to set the physical materials of different material layers

  • @RohanGulig
    @RohanGulig 10 หลายเดือนก่อน

    @Nexttut This tut helped me alot.. I want to just adres one thing that you used RGB and Append it with A... Insted U can use RGBA slot directly Connect to Channlemask

  • @Mr_Tea_Rexx
    @Mr_Tea_Rexx ปีที่แล้ว

    so could i use a vertex colour on the models as a mask to apply the layered materials so that way when i want to change, lets say wood wall to cement, this could be done with the layer changes?

    • @cr3ap3r1
      @cr3ap3r1 ปีที่แล้ว

      Should be able to do this by changing the mask texture sample node into a vertex color node.

  • @MonsterJuiced
    @MonsterJuiced 9 หลายเดือนก่อน

    Thank you for this so much, people like you really make everyone's lives much happier. You should also pin that comment by Jeroen_G btw because I had no idea about this wrap source situation and tbh I think there should be a global setting that automatically sets all texture samplers to use wrap.

    • @Nexttut
      @Nexttut  9 หลายเดือนก่อน +1

      Happy to hear that! Thank you for the support 🥰

  • @tumdil3138
    @tumdil3138 2 ปีที่แล้ว

    I couldnt figure out how to make Vertex Paint work with Nanite, can you please tell me how you did it? When I turn on Nanite my paintet areas disappear and only the top layer remains.

    • @piotrjaros1469
      @piotrjaros1469 2 ปีที่แล้ว

      You need to apply your vertex paint in unreal and then you can enable nanite

  • @slavamay6229
    @slavamay6229 ปีที่แล้ว

    I'm trying to create layered materials for a brick wall, that will include brick, damaged plaster and damaged wallpaper. I was able to do everything as you're saying untill you mentioned the blending masks, how can I create them? I'm stuck :(

    • @korakot2003
      @korakot2003 ปีที่แล้ว

      For the mask I used substance painter to create the mask for an object after baking and I export the mask separately to use in the shader

  • @stephacdstreamero2190
    @stephacdstreamero2190 8 หลายเดือนก่อน

    @nexttut hello, ive looked at many different learning courses and so far I'm always disappointed as I'm forced to pay hundreds of dollars for beginner courses, which I've learned myself and those courses say they offer intermediate to advanced level training, but they don't have content. While looking at skillshare I was disappointed that no lists of what courses are available without paying and moving forward. I've already been derailed for 3 weeks on this project that I'm neck deep in continuing on. Suggestions on direction?

  • @outerheaven2810
    @outerheaven2810 ปีที่แล้ว +1

    Can you do this with a Landscape Material?

  • @MrGATOR1980
    @MrGATOR1980 2 ปีที่แล้ว +1

    amazing, just add some procedural foliage and cool material to use, this unreal is amazing

    • @Nexttut
      @Nexttut  2 ปีที่แล้ว

      Thank you!

  • @hortenIX
    @hortenIX ปีที่แล้ว

    worked well.. well done. thx : )

  • @BernhardRieder1
    @BernhardRieder1 2 ปีที่แล้ว

    thx for sharing. I am having another issue. Using an SSS Subsurface Shader Model. That Model is using a Subsurface Profile. But I can't figure out how to select a specific Subsurface Profile within the Material Layer? How to do that? Thx and keep rocking, cheers

  • @Daniel_Vital
    @Daniel_Vital ปีที่แล้ว +1

    Hi! I bought some of your courses already and I'm loving the content. Would this be a good option for a high mountain, or maybe stacking medium sized baked rocks would be better? Thanks ^^

  • @Rafa_VFX
    @Rafa_VFX ปีที่แล้ว

    hey man, how are you? can i animate the transition of these textures in a level sequence?

    • @Nexttut
      @Nexttut  ปีที่แล้ว

      Yes its should be possible as long as you can access the parameters

  • @Amonlith
    @Amonlith 2 ปีที่แล้ว +1

    Very interesting thanks for sharing.

    • @Nexttut
      @Nexttut  2 ปีที่แล้ว

      Very welcome!

  • @gusto_3Ds
    @gusto_3Ds 11 หลายเดือนก่อน +1

    This guy saved my frustration

    • @Nexttut
      @Nexttut  11 หลายเดือนก่อน

      😆🥰

  • @nemysisretrogaming3771
    @nemysisretrogaming3771 ปีที่แล้ว +3

    Pro tip: Use quixel bridge for textures. All the materials/textures, models and surfaces are free. Also some of the textures are packed so it has less impact on performance.

  • @schmoborama
    @schmoborama 5 หลายเดือนก่อน

    Good video but "keeping it simple" is not using substance, going online / downloading assets, downloading & installing plugins, using dozens of textures, etc.... we can do all that separately

  • @nemysisretrogaming3771
    @nemysisretrogaming3771 ปีที่แล้ว

    I figure that you have the textures in the same folder as your material layers for ease of the tutorial. But it still creates too much of a mess for beginners, when, in fact it's a lot easier than it looks with all those files in the same folder. If the textures where in their own folder the viewer can than concentrate on the relevant material you're trying to get across.
    PS. I'm late to this vid as TH-cam seems to want to direct my searches to what it thinks I want and not actually what I want lol.

  • @jozinzzzzzbazin
    @jozinzzzzzbazin ปีที่แล้ว

    actually (getmaterial/setmaterial)attributes are unnecessary in this particular case

  • @collectiveunconscious3d
    @collectiveunconscious3d ปีที่แล้ว +3

    Good tutorial but damm, why this so complicated. They should make a noob version for visual and cinematic artist that don't need the whole gameosphere lol.

    • @ericstringari
      @ericstringari ปีที่แล้ว +2

      Exactly. That's one of the things that keeps me away from Unreal as much as possible. You could do that in C4D/Octane in less than 5 minutes while procedurally generating your own masks in the same window. In this case, it feels like it should be so much easier to just export the whole thing from Substance Painter and not worry about creating and connecting multiple nodes inside UE.

    • @collectiveunconscious3d
      @collectiveunconscious3d ปีที่แล้ว +1

      @@ericstringari There is potentially an easier solution coming from nvidia omniverse. Looks promissing

    • @UnchartedWorlds
      @UnchartedWorlds ปีที่แล้ว +1

      @@collectiveunconscious3d do you know if this ever materilized the NVIDIA's solution?

    • @collectiveunconscious3d
      @collectiveunconscious3d ปีที่แล้ว +1

      I've tried omniverse a couple of times but its not there yet and development seems to be focused on other things at the moment@@UnchartedWorlds

  • @aybekogobaev1087
    @aybekogobaev1087 ปีที่แล้ว

    Damn I’m trying to fullscreen your viewport on my iPad. Lmao

    • @Nexttut
      @Nexttut  ปีที่แล้ว +1

      🤣😝

  • @emilsvfx
    @emilsvfx ปีที่แล้ว +1

    i got Lost :D

  • @itscoldcoldwinter
    @itscoldcoldwinter ปีที่แล้ว

    fortnite its the best runing game i have play and i open ther files with fmodel and JaA and all game has 4 milion polis

  • @schmoborama
    @schmoborama 5 หลายเดือนก่อน

    Wow what a convoluted mess of a system. All the other 3D apps I've used are 10 times simpler ; create a layered shader, then plug in whatever shaders you want to it. Blend as desired ( without having to create another shader for it ). DOOOONNE. That's the whole tutorial. 3DSMax layers were the worst before it had nodes, but still not as bad as UE

  • @NiciAngelPlay
    @NiciAngelPlay ปีที่แล้ว +2

    too fast
    too confused
    you seem overwhelmed