Creating Layered/Mix Materials in Unreal Engine 5 (For Products)

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 38

  • @Highcastle_of_Geek
    @Highcastle_of_Geek 8 หลายเดือนก่อน +1

    Worked as described and a much better approach than what I was using. Great tut!

  • @tahabalti
    @tahabalti ปีที่แล้ว +3

    straight to the point thank you

  • @bubarules
    @bubarules ปีที่แล้ว +4

    Well Explained and straight to the point. Great tuto!

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      Glad it helped!

  • @elizabethivy1337
    @elizabethivy1337 ปีที่แล้ว +4

    Thank you for posting this explanation! I knew adding a mixed material in UE5 was possible, so I was digging through the documentation about how to make one properly. However, the docs sometimes skip over really basic but important contextual information. I was stuck on what "material" type I needed to create for this to work.

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว +2

      I’m really hoping for the overhaul of the material system to include something a little more CG friendly. Obviously it’s a game engine but it has so much potential in cinematics now it just needs to be a little more friendly.

  • @vickyvey1657
    @vickyvey1657 ปีที่แล้ว

    finally someone explaining it in simple terms...

  • @emilsvfx
    @emilsvfx ปีที่แล้ว

    tnx for tut

  • @hunterh3d
    @hunterh3d ปีที่แล้ว +5

    For product people coming from C4D or Blender this is invaluable advice dude, it's such a learning curve but shit like this gives me hope that realtime rendering really is the way to go. Do you have any glass experience in UE? Thats one of the biggest asks I have issues getting to look better, even in 5.2, and at that in Lumen only I know it's kind of unrealistic sometimes lol.

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว +2

      Glass has been pretty much universally a nightmare for me in ue5. I could never claim to have a solution to you at this moment 😂

  • @BansheeLegion
    @BansheeLegion 11 หลายเดือนก่อน

    just what i needed, tnx

  • @ElPincheTurro
    @ElPincheTurro 8 หลายเดือนก่อน

    Excellent explanation. Does this produces less or equal amount of draw calls compared to using two materials on a mesh?

  • @AaronWilhite
    @AaronWilhite ปีที่แล้ว +1

    My boy is BACK

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว +1

      2 videos back & feelin GOOD

  • @its3amagain.
    @its3amagain. 2 หลายเดือนก่อน

    thank you

  • @rubenraya8506
    @rubenraya8506 6 หลายเดือนก่อน

    Hello! I have a box to which I am making a material that on the outside is something like what you show in your tutorial, and on the inside it has a solid color, but I am having problems because to do this I think you have to use the twosidedsign node, which does not support material attribute mode. Do you know how to solve this? Thank you very much in advance!

  • @decorix
    @decorix ปีที่แล้ว +1

    Cool and thanks for this workflow. I noticed that you have created a mesh-label in front of the bottle . What if had plastic bottle and you wanted the label with the chrome but not using extra mesh (label) more part of the bottle it self. So basicly one mesh then mixinh the plastic with the label/logo? Can you also use more MF then 2...?

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      I believe you’d just do that with UV’s or a decal as usual? & as far as using more than 2 I believe you can use the same workflow infinitely if I remember correctly on more than 2 materials

    • @decorix
      @decorix ปีที่แล้ว

      @@jbrashfx Thanks for the info. Cool:-)

  • @diegox7767
    @diegox7767 3 หลายเดือนก่อน

    Can this be achieved with the new substrate materials?

  • @gregoriocarreno
    @gregoriocarreno ปีที่แล้ว +1

    Thanks Bro

  • @red4666
    @red4666 ปีที่แล้ว +1

    can you make a desolve/reveal material out of this method? like, it's one material, and then all of a suddent, from the middle radiating out, it changes into a different material?

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว

      Good question… I’d need to look into it but I think it’d be possible

  • @emrearslan9572
    @emrearslan9572 ปีที่แล้ว +1

    My biggest problem: Where do I get the Images? Do I need to create them myself in Photoshop or does the company provide them if I ask? Its hard to get this things as a beginner, but I would like to make some cool product-vizualisations and send them to companies.

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว +1

      Watch this video: th-cam.com/video/19VwD_eY6wA/w-d-xo.html
      In this version I actually make the maps from the print file provided by the client

    • @emrearslan9572
      @emrearslan9572 ปีที่แล้ว

      @@jbrashfx Thank you!

  • @phalhappy8612
    @phalhappy8612 11 หลายเดือนก่อน

    can you reproduce this video but with substrate? and more than 2 layers?

  • @SuccPapo
    @SuccPapo 10 หลายเดือนก่อน

    shit, i've been working on a ID map based prociedual texture shader and I could have seen this video before! ; _ ; this seems so much more oversee-eble then what 've cooked up

  • @bair4ik
    @bair4ik ปีที่แล้ว

    The functions do not work if the strata materials is enabled?

  • @diego.c4d
    @diego.c4d 4 หลายเดือนก่อน

    Is there a chance you can share the project files ? thank you sir.

  • @kellyvill9413
    @kellyvill9413 ปีที่แล้ว

    Great tut. My png has a gradient but the gradient is ignored in the final process. When I open the original texture file in UE5 it looks fine but in everyyother material, there's no gradient fade just solid. Any ideas?

    • @kellyvill9413
      @kellyvill9413 ปีที่แล้ว

      That's ok, a few clicks and it worked 😁🤑🖖👍

  • @DoctorPersival
    @DoctorPersival 10 หลายเดือนก่อน

    how do i create cloth wet-able material ue5?

  • @gato-weon
    @gato-weon ปีที่แล้ว +1

    Nice ! Can you do a wine label ?❤

    • @jbrashfx
      @jbrashfx  ปีที่แล้ว +1

      It would be the same process :)

    • @gato-weon
      @gato-weon ปีที่แล้ว

      @@jbrashfx but different material I mean the cristal 😮

  • @hortenIX
    @hortenIX ปีที่แล้ว

    strangely just the color is masked.. normal rough spec not, just mixed together..