Very few tutorials I've watched are this good and and so expertly explained and presented. There is a wealth of knowledge on this Channel. Unreal is amazing too of course! Subscribed!
Another cool thing with Texture Graph is that you can still use it without exporting and change it at runtime with parameters. I'm exploring this a bit in my video from the preview version, so it's still a bit crashy >.< but works the same :)
Eventually is the hope yeah, substance designer has had years of iteration on it so it’s technically better right now but this is great they are putting more tools in editor. Unreal engine version looks a bit more simplistic and less nodes overall than some effects in Designer
With modelling tools, UV tools, now node based procedural texture generation soon you won’t need any 3rd party DCC packages.. next it will have a full sculpting package :)
Anyone with decent SDesigner knowledge will pick this up easily. Everything you need to create really HQ procedural textures. Integrating access to every texture from any material in your scene is fantastic! It bakes it out? You don't need to pack channels?! No Designer or Photoshop?! No imports?! Its there ready to go... Really impressive stuff!👏 R.I.P SD if you're in the EPIC eco This engine has taken over
Unfortunately none of these in-engine features are “fast” (as in workflow speed) enough to be used, now, or anytime soon. I’d love to learn them but.. with low confidence that they’d ever be as good or as fast as their software-exclusive counterparts, I just cant confidently invest the time. Especially now that Epic abandoned Quixel mixer as of 2022
Wonderful. This is another convenient way to create procedural textures. The question remains how to tie all this to the UV scan in the case when the texture is not just a wall or a pipe or an object with a uv projection according to world coordinates. How about using some kind of 2D vector mesh from the UV data?
I have an issue when using material nodes in the texture graph like in the video; either when it's just a material or a material function, the output of the node is black, no matter what. Is there any setting or plugin in use that wasn't shown in the video?
Wouldn't the whole point be to not export to save on your ram budget? Like a list of procedural instructions has to be smaller than a baked out image right?
@@cedric7751 Disk space isn't unlimited in gamedev. if anything it recently became an issue again with games being 100 GB and bigger, while many people have
@@cedric7751 Depends on how many textures you have. Loading memory (Streaming in and out) takes time and the more bits that has to be streamed the longer it takes to load textures. If unreal had a million 1 byte textures it wouldn't have the stuttering problems since it will load it so fast you wouldn't see it like LODS
It's also great for dynamically updating things based on in game events. Imagine that you want to make the blood change properties like reflection and color based on it's proximity to corruption and it's baseline corruption. If you baked the image You would need to set all the variations of blood based on where it spawned and some innate value of corruption. In the procedural case you just set the range the values can be and check on spawn and the computer does the rest. Saves on dev time if you have a lot of textures. Think of LODs vs Nanite. You don't have to make varying qualities of your models anymore when nanite is available. So if it's nanite compatible just skip that step and go to the next item on the list.
I like that new features are coming but there are already programs like substance designer for procedural texture creation. I'm not a very technical guy when it comes to real time engines but would there be any benefit for in-engine texture creation? parhaps performance wise or maybe in some technical aspect?
Substance Designer is literally a glorified material editor but charged like a premium app, so it's surprising to take Epic so long to make it an integral part of the engine editor
@@ultracapitalistutopia3550 The devil is in the details. Quixel mixer could do a lot of what substance designer offered, but never became popular despite becoming "free", because it was never as good.
All new “features” to distract from the foundation. Chaos vehicles is still experimental, WP is still buggy. But here is some shiny new plugin that will never come out of experimental status.
Very few tutorials I've watched are this good and and so expertly explained and presented. There is a wealth of knowledge on this Channel. Unreal is amazing too of course! Subscribed!
I had no idea this was coming :O Great vid as always
Another cool thing with Texture Graph is that you can still use it without exporting and change it at runtime with parameters. I'm exploring this a bit in my video from the preview version, so it's still a bit crashy >.< but works the same :)
subtance assets but native, noice
Epic: Here, have substance designer
Eventually is the hope yeah, substance designer has had years of iteration on it so it’s technically better right now but this is great they are putting more tools in editor.
Unreal engine version looks a bit more simplistic and less nodes overall than some effects in Designer
With modelling tools, UV tools, now node based procedural texture generation soon you won’t need any 3rd party DCC packages.. next it will have a full sculpting package :)
@@nintenjo64 I wouldn’t be surprised lol
Anyone with decent SDesigner knowledge will pick this up easily.
Everything you need to create really HQ procedural textures.
Integrating access to every texture from any material in your scene is fantastic!
It bakes it out? You don't need to pack channels?! No Designer or Photoshop?! No imports?!
Its there ready to go... Really impressive stuff!👏
R.I.P SD if you're in the EPIC eco
This engine has taken over
Unfortunately none of these in-engine features are “fast” (as in workflow speed) enough to be used, now, or anytime soon. I’d love to learn them but.. with low confidence that they’d ever be as good or as fast as their software-exclusive counterparts, I just cant confidently invest the time. Especially now that Epic abandoned Quixel mixer as of 2022
Thanks for this video. Pretty great to be able to do procedural materials directly in the editor.
oh my god they updated the custom node so I can see the code in the node and it's colour coded! Finally I'm so glad!
It was literally a slither that expanded 🤣
The syntax highlighting was well overdue!
Wonderful. This is another convenient way to create procedural textures. The question remains how to tie all this to the UV scan in the case when the texture is not just a wall or a pipe or an object with a uv projection according to world coordinates.
How about using some kind of 2D vector mesh from the UV data?
Great tutorial as always.
Hi! Amazing! can we also make procedural masks from a mesh like cavities, edges, gradients to use in the material like in blender?
I have an issue when using material nodes in the texture graph like in the video; either when it's just a material or a material function, the output of the node is black, no matter what. Is there any setting or plugin in use that wasn't shown in the video?
Holy $#π! I heard about this but never dove into it. Now I wanna make a library for this. Or convert substance designer nodes to this lol
I already looked into the plugin's code to figure out how to make custom nodes and I think I figured out everything except registering them.
@@ShimizuIzumi mind posting a writeup/tut somewhere when you get things figured out? Not much of a programmer myself.
@@DaDarkDragon I will if I have the time to do it
Really cool video!
Awesome stuff, will save a lot of time.
We are far from Substance but it's a good start :)
I wonder how similar this is to Filter Forge on the inside. I must confess, I use FF to generate textures all the time but never made my own filter.
Nice Preview
Can the boss talk about the new node usage methods and effect function optimization added to the ue5.4 substrate new material system?
all the nodes i wish we had in material graphs... lol
now I want them to combine the two into one system
I get no textureGraph menu item after enabling the plugin and restarting the editor...
Wouldn't the whole point be to not export to save on your ram budget? Like a list of procedural instructions has to be smaller than a baked out image right?
It would only save disk space, which is cheap and virtually unlimited at the cost of cpu/gpu time, which is already the limiting factor.
@@cedric7751 Disk space isn't unlimited in gamedev. if anything it recently became an issue again with games being 100 GB and bigger, while many people have
@@cedric7751 Depends on how many textures you have. Loading memory (Streaming in and out) takes time and the more bits that has to be streamed the longer it takes to load textures. If unreal had a million 1 byte textures it wouldn't have the stuttering problems since it will load it so fast you wouldn't see it like LODS
@@thelaw3536 you could do simliar things already in material editor
It's also great for dynamically updating things based on in game events. Imagine that you want to make the blood change properties like reflection and color based on it's proximity to corruption and it's baseline corruption. If you baked the image You would need to set all the variations of blood based on where it spawned and some innate value of corruption. In the procedural case you just set the range the values can be and check on spawn and the computer does the rest. Saves on dev time if you have a lot of textures.
Think of LODs vs Nanite. You don't have to make varying qualities of your models anymore when nanite is available. So if it's nanite compatible just skip that step and go to the next item on the list.
Can we *Animate* these graphs like we can do in Substance Designer? or Create Dynamic Material?
Thank you!
I like that new features are coming but there are already programs like substance designer for procedural texture creation. I'm not a very technical guy when it comes to real time engines but would there be any benefit for in-engine texture creation? parhaps performance wise or maybe in some technical aspect?
gotta look ahead 5 years with epic. At some point people will be downloading UE6 instead of substance, blender or may.
Hello guy, I have an issue when I enable the "Texture Graph" plugin, my project will crash when I open......
Quixel Mixer is back
Awesome Is it possible to animated the textures?
the game does not build with the plugin enabled
does anyone know how to fix it?
very very nice.
Unreal wants to eat everyone's lunch, maya, designer, houdini, c4d, ae lol
Whoa, procedural shaders? Nice.
I guess I am confused about what this is for when I can do everything this plugin does with a material.
so, Epic just created *Substance Designer* in UE5.4
But can we make complex textures?
Substance Designer is literally a glorified material editor but charged like a premium app, so it's surprising to take Epic so long to make it an integral part of the engine editor
@@ultracapitalistutopia3550 The devil is in the details. Quixel mixer could do a lot of what substance designer offered, but never became popular despite becoming "free", because it was never as good.
@@kazioo2 I am not sure if you mixed up Substance Designer with Substance Painter. PT is still "justifiable" for its price tag.
Kinda looks like stuff you can already do in a standard Material Graph. Check out Ben Cloward's Procedural Brick Pattern video playlist
Depending on how complex the graph is. It will be cheaper to bake things down to simple textures vs calculating the math each frame
Hi. Can I save my projects as .JPG?
A time to make the game asset file size extremely small :)
THIS IS THE WAY
If only Epic had purchased "Allegorithmic" and not Adobe...
how does the shader optimization look for this?
You can do this in a UV app in 2 seconds tho...
This is insanely powerful, hopefully i can cancel my substance designer subscription (':
All new “features” to distract from the foundation. Chaos vehicles is still experimental, WP is still buggy. But here is some shiny new plugin that will never come out of experimental status.
still pretty buggy in 5.5, if you got more than one shape, it will bug the preview and also the shape itself, the whole project then will break.
AI texture power will be next level 🎉
adios substance designer
That's epic..Houdini cops needs an upgrade in this direction