How To Create & Use Your First Vertex Paint Material in UE5

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  • เผยแพร่เมื่อ 1 ม.ค. 2025

ความคิดเห็น • 57

  • @nickzucc
    @nickzucc 10 หลายเดือนก่อน

    Super clear and well laid out material! Thanks for the efforts!

  • @minimoves7069
    @minimoves7069 ปีที่แล้ว

    Okay let me tell you what! Your just a life saviour man!! I was looking for vertex painting tutorial which will show me how to do color variations and your video is just what I was looking for! The height blend with height map gives the result so good!!

  • @markcarier
    @markcarier ปีที่แล้ว

    Thank you so much for this tutorial. I will surely use it for good and not evil.

    • @Braytonks3D
      @Braytonks3D  ปีที่แล้ว +1

      Well, I wasnt worried until you said that xD

  • @wirrexx
    @wirrexx 2 ปีที่แล้ว +2

    thank you for this Bray! Appreciate it!

    • @Braytonks3D
      @Braytonks3D  2 ปีที่แล้ว

      Thanks for watching, Wisam! Happy you found it useful :)

  • @fearthesmeag
    @fearthesmeag 2 ปีที่แล้ว +2

    Excellent tutorial, and very engaging - thanks bro

    • @Braytonks3D
      @Braytonks3D  2 ปีที่แล้ว

      Thanks for the comment, glad you found it helpful and cohesive :)

  • @avisingh5194
    @avisingh5194 ปีที่แล้ว +1

    am your 1k subscriber. thk for this tut

    • @Braytonks3D
      @Braytonks3D  ปีที่แล้ว +1

      Whoo! Thank you, number 1000 :) glad you like the tutorial

  • @camos79
    @camos79 2 ปีที่แล้ว +1

    nice one mate, thanks heaps

  • @kasimirhaapala9067
    @kasimirhaapala9067 ปีที่แล้ว +1

    5:33 you never showed the non-height lerp setting?

    • @Braytonks3D
      @Braytonks3D  ปีที่แล้ว +1

      Check out 11:45 for an example when I darkened the bricks. Basically you would use a simple Lerp node instead and plug Texture A into 'A', Texture B into 'B' and the vertex color of your choice into the 'Alpha' slot.
      I'm doing the same thing with the darkened bricks example but instead of using two different textures, im just modifying the single texture to have a non-altered and altered version to vertex paint between

  • @hellboyhunts80
    @hellboyhunts80 9 หลายเดือนก่อน

    Really grateful for the tutorial, easy to understand followed the steps and created my own layered shader for the first time, is there any way we can add more than 4 to 5 textures in a single material

  • @Torey3D
    @Torey3D ปีที่แล้ว +1

    That was a really great tutorial, I was able to follow along in a noisy office, definitely going to watch again at home. Would be amazing if you could cover the process of adding high definition textures into geometry using unreal5 like baking high quality bump maps into the mesh so it outputs a high density mesh if you know what I mean. Not sure if I'm saying it right 😅

    • @Braytonks3D
      @Braytonks3D  ปีที่แล้ว

      Thanks for the feedback, Im glad it was useful and easy to follow :)
      Are you possibly talking about tessellation and displacement? Some of the newer aspects from UE5 broke Displacement for a long time but in 5.3 they've brought the tool back to work nicely with Nanite. Maybe that would be worth doing a video on!

  • @akrommt6796
    @akrommt6796 ปีที่แล้ว

    thank youuuuu! keep it up!

  • @deepakpandey836
    @deepakpandey836 2 ปีที่แล้ว

    Really Helpful -Thanks

  • @EpsilonArchives
    @EpsilonArchives หลายเดือนก่อน

    Can I do this with custom textures? I'm working on a project that utilized a lot of smaller sized image textures for a pixelated look (no bigger than 512x512) and I'm trying to find a way to do something like this for custom "low" poly meshes.

  • @BubuRuzu
    @BubuRuzu 6 หลายเดือนก่อน

    But how do you save that painted mesh for later use or duplicate?

  • @evelynlewis122
    @evelynlewis122 2 หลายเดือนก่อน

    Hi, somewhere in this it mentions showing how to do this without a height lerp. Have you done another video on this? I can't find it.

  • @hassanabuidrees9774
    @hassanabuidrees9774 11 หลายเดือนก่อน

    Thanks

  • @timbrazh8512
    @timbrazh8512 ปีที่แล้ว

    Mega tutorial!

  • @everInfinity
    @everInfinity 2 ปีที่แล้ว +1

    It works with nanite meshes?? Thanks for the video! ^^

  • @alexanubis1
    @alexanubis1 4 หลายเดือนก่อน

    how many materials would i be abel to add to something like this ,? only 3 ? since its RGB ?

    • @Braytonks3D
      @Braytonks3D  3 หลายเดือนก่อน

      Technically 4 if you think about having a base material when no RGB info is present! You could possibly be limited by number of texture maps tho so I would make sure to pack your AO roughness and Metalness together and use scalar values instead where you can

  • @michaelbraybrook9665
    @michaelbraybrook9665 2 ปีที่แล้ว

    thanks for this tutorial!

  • @Inspilligence
    @Inspilligence 2 ปีที่แล้ว

    Hi, I am glad the way you showed the darkening of the material but is there a way to use the same method to apply a dirt texture using the green or blue channel and increasing the look and feel of the static mesh by using 3 variations for eg, brick, moss and dirt?

    • @Braytonks3D
      @Braytonks3D  2 ปีที่แล้ว +1

      Yea, you essentially can think of it as using the red, green and blue channel as individual masks. You can do anything you want (use multiple textures, modify existing textures) and the red, green and blue channels are just the way of dictating where each texture is applied

    • @Inspilligence
      @Inspilligence 2 ปีที่แล้ว

      @@Braytonks3D Okay, this will help a lot, Thankyou so much :)

  • @res0lve
    @res0lve 2 ปีที่แล้ว +1

    does this work on nanite meshes

    • @Braytonks3D
      @Braytonks3D  2 ปีที่แล้ว

      I haven't done enough testing to know for certain but it seems to. The only caveat being that it of course has to use the nanite geo vertices

  • @АртемОзеров-ъ4ч
    @АртемОзеров-ъ4ч ปีที่แล้ว

    Thanks a lot

  • @clintondickey9710
    @clintondickey9710 2 ปีที่แล้ว +1

    I’d love to see a wall with darkening and lightening as a spotlight hits it in a dark alley

  • @ZorgyTV
    @ZorgyTV ปีที่แล้ว

    How can I save the model with painted vertex colors? To place already painted model in other level...

  • @yearight1205
    @yearight1205 11 หลายเดือนก่อน

    Brother, you need to come back. With Unreal Engine 5.3 we have Displacement and it'd be interesting to get your take on the subject and see if you know any tricks that haven't been covered for it.

    • @Joe-es3jg
      @Joe-es3jg 11 หลายเดือนก่อน

      i was messing around with it and got it working, but the vertex color was shared across all instances and im not sure if there’s a way around it 😔

  • @TheArtrobi
    @TheArtrobi ปีที่แล้ว

    does this work with nanite objects?

  • @missoux1064
    @missoux1064 2 ปีที่แล้ว

    very helpfull thanks !

  • @Braytonks3D
    @Braytonks3D  2 ปีที่แล้ว +1

    What should we tackle next in Unreal Engine?

    • @neutral_99
      @neutral_99 2 ปีที่แล้ว +2

      Hi Braytonks3D can you please make a video about 'how to make a non height lerp vertex color material just like you mentioned in the your video 5:34 . It would really help alot.

    • @mrxcs
      @mrxcs ปีที่แล้ว

      Textures that changes based in its position in the world.

  • @peterrandall6761
    @peterrandall6761 ปีที่แล้ว

    how do i get height maps from materials downloaded from quixel bridge inside UE5? it doesnt give you the height maps for some reason

    • @Braytonks3D
      @Braytonks3D  ปีที่แล้ว

      I'm not sure, actually! I know UE5 changed some stuff with displacement, so maybe they hid those maps in the bridge materials? I'll have to look in that

    • @peterrandall6761
      @peterrandall6761 ปีที่แล้ว

      @Braytonks3D I've read that you have to use the red or green channel from the combined roughness, metal and ambient map to get height but I can't get it to work. I've been at this for hours and can't find anyone who knows how to do it lol

    • @Braytonks3D
      @Braytonks3D  ปีที่แล้ว

      @@peterrandall6761 I found a reddit thread that suggested it was packed into the blue channel of the ORD map that comes with those materials (Occlusion, Roughness, Displacement would be my best guess)

  • @TheArtrobi
    @TheArtrobi ปีที่แล้ว

    deso this work with nantie?

    • @DMZGCR
      @DMZGCR 10 หลายเดือนก่อน +1

      Vertex painting does work on nanite meshes, but currently not across multiple instances of the same mesh. If you check paint on all LODs, and apply changes you are greeted with a warning that the changes (vertex painting) you made will be applied to all LOD levels. This means it will "bake" the vertex color information to the mesh. This is fine if you want to paint to a single mesh. But If you have a modular building, which consists of multiple instances of the same type of meshes, like walls, floors, corners, etc. you can't use this method as shown in the tutorial. But you can still utilize the workflow shown. You can paint your vertex color to a wall mesh, let's say you want moss, then the only difference is you will be multiplying your vertex color with a noise texture projected in world space. That way you can achieve similar results across multiple instances of the same mesh using nanite .

  • @thomasaurand4196
    @thomasaurand4196 ปีที่แล้ว

    thank you good sir for saving my student ass from unemployement

  • @adamplechaty
    @adamplechaty 2 ปีที่แล้ว

    Hey Bray, just recently started a scene and found out that this set up doesn't work on nanite meshes. Is there a way around that? Perhaps baked vertex colour in the mesh itself during import?

    • @Braytonks3D
      @Braytonks3D  2 ปีที่แล้ว +2

      Hey Adam! Unfortunately I think Vertex Painting is one of those things that there currently isnt a solution to yet after the implementation of Nanite. From my limited testing, you should still be able to do the mesh painting as I do here in this video, the "vertices" will just be different because theyre derived from the nanite triangles rather than the imported mesh's topology.
      Again, I only tested this briefly and it was also with a project that I imported into UE5 from an old UE4 project which I feel like causes inconsistencies and issues. Further testing is needed

  • @tomahawk1495
    @tomahawk1495 8 หลายเดือนก่อน

    My entire scene just got turned green and vertex painting isn't working, bit lost

  • @peter486
    @peter486 5 หลายเดือนก่อน +1

    The painting capabilities of Unreal Engine are on par with Windows Paint. Setting up the materials is a painstaking procedure, and I don't understand why this isn't prioritized by the developers. Instead, they waste time developing low-quality VR features. They should focus on making useful changes and adding features that people actually need. Vertex painting is one of those things; it has the potential to increase game reformace in a big way, because it affects VRAM usage if you have the ability to decrease the usage of texture maps and let Nanite work for along side baked vertex panting imagine that.

  • @beardpocalypse
    @beardpocalypse 2 ปีที่แล้ว +1