How To Create & Use Your First Vertex Paint Material in UE5
Ғылым және технология
Today, we are diving into creating a material that utilizes vertex painting on meshes to add variation and interest.
We are adding moss to our bricks and we want the moss to settle in the cracks and grout of the bricks, first, so we will learn how to utilize a height lerp in our material as well as demonstrate how to do mesh painting in UE5.
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Video Timestamps:
0:00 Intro
00:42 Final Material Overview
01:48 Creating the Material (Red Channel)
07:28 Vertex Painting In Unreal Engine
11:01 Creating the Material (Green Channel)
12:14 Modifying the Material Instance
13:26 Final Thoughts
Пікірлер: 52
Super clear and well laid out material! Thanks for the efforts!
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!!
Really Helpful -Thanks
thank you for this Bray! Appreciate it!
@Braytonks3D
2 жыл бұрын
Thanks for watching, Wisam! Happy you found it useful :)
Excellent tutorial, and very engaging - thanks bro
@Braytonks3D
2 жыл бұрын
Thanks for the comment, glad you found it helpful and cohesive :)
thanks for this tutorial!
thank youuuuu! keep it up!
Thank you so much for this tutorial. I will surely use it for good and not evil.
@Braytonks3D
9 ай бұрын
Well, I wasnt worried until you said that xD
Mega tutorial!
Thanks
nice one mate, thanks heaps
@Braytonks3D
Жыл бұрын
Cheers :)
very helpfull thanks !
@Braytonks3D
Жыл бұрын
Glad it helped!
I’d love to see a wall with darkening and lightening as a spotlight hits it in a dark alley
am your 1k subscriber. thk for this tut
@Braytonks3D
6 ай бұрын
Whoo! Thank you, number 1000 :) glad you like the tutorial
Thanks a lot
@Braytonks3D
10 ай бұрын
Happy to help!
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
8 ай бұрын
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!
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
It works with nanite meshes?? Thanks for the video! ^^
What should we tackle next in Unreal Engine?
@neutral_99
2 жыл бұрын
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
8 ай бұрын
Textures that changes based in its position in the world.
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
Жыл бұрын
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
Жыл бұрын
@@Braytonks3D Okay, this will help a lot, Thankyou so much :)
thank you good sir for saving my student ass from unemployement
But how do you save that painted mesh for later use or duplicate?
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
5 ай бұрын
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 😔
How can I save the model with painted vertex colors? To place already painted model in other level...
does this work with nanite objects?
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
2 жыл бұрын
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
does this work on nanite meshes
@Braytonks3D
Жыл бұрын
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
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
Жыл бұрын
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
Жыл бұрын
@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
Жыл бұрын
@@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)
5:33 you never showed the non-height lerp setting?
@Braytonks3D
10 ай бұрын
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
deso this work with nantie?
@DMZGCR
5 ай бұрын
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 .
My entire scene just got turned green and vertex painting isn't working, bit lost