In 2016, I was essentially doing the same thing with DOOM Edit, converting some textures of my latest DOOM 3 map, into 3D models in 3ds Max, then importing them back into DOOM Edit as .OBJ files. After applying normal maps and specular effects, the results were impressive. I was unknowingly doing something similar to nanite tessellation, though I recognized at the time that this approach could represent the future. And I was right. Great video, you've got one more subscriber.
@pinkpocketTVАй бұрын
That’s amazing mate! And thanks for subscribing, appreciate the support!
@nerdherbs2 жыл бұрын
I don't understand why Unreal engine made it difficult to just simply add and change Displacement into the material nodes thnx it helped me
@smobmob94682 жыл бұрын
Thanks bro , could u plz make a videos about how to make pbr material like stone ,wood,metal
@marc1137 Жыл бұрын
i wonder if could apply some kind of tessellation and displacement to things like metahumans and give more detail to faces
@pinkpocketTV Жыл бұрын
The metahumans are detailed enough. Also, I don’t think skeletal meshes are supported.
@s.rohilla072 жыл бұрын
I wanna do displacement at runtime just like foot prints. Can you please make the tutorial :')
@bendiba28 Жыл бұрын
Thanks for tip!! Is there any way to add a blend material node network into the blueprint that you are using?? I'm actualy looking for a way to displace a mesh wish I'm vertex painting onto... my idea is... if we are able to blend albedo, normal, etc... as the blend material does. it should be a way to blend displacement map aswell, right!?? Rather than displacement texture pluged into ADFTM node, could we plug a blend displacement nodes setup? Sorry for the brick, hope you get it! Thx for reading
@ignaciolopez7605 Жыл бұрын
Thanks for the tutorial, it's very good. At the end of the process you convert the dynamic mesh into a static mesh... Would it be possible to use this technique with a mesh imported from our DCC? Thanks
@pinkpocketTV Жыл бұрын
Yup custom meshes work!
@raghavsnair15672 жыл бұрын
Bro , are you still up . Thanks for the vid
@reliquary12672 жыл бұрын
Can geometry script or modeling tools be used to create a single texture (displacement not required) of a layer-painted landscape? I have my painted landscape, imported from a Gaea heightmap, and also a static mesh of the same landscape. I want to apply the same landscape textures, made up of painted and masked layers, to the static mesh, then convert it to nanite for use as a backdrop.
@rubberdog2 жыл бұрын
Wow Batman you made my skin tingle, this is so much easier than doing it manual. Thanks for a great video. Peace from Scotland ☮💜
@pinkpocketTV2 жыл бұрын
😂 Thanks for watching!
@monado176115 күн бұрын
Quick question which one is cheaper parallax occlusion map or this?
@pinkpocketTV15 күн бұрын
I would recommend this especially for 5.4 as it’s gotten really better. But POM is also amazing. I use both depends on the situation.
@rushabhvishriya4322 Жыл бұрын
Hi, your tutorials have been a learning platform for me like everyone else. Thank you for creating them. Also wanted to understand if this similar process can be used to get displacement on a custom ready model. For eg a house and i want to displace snow on its roof than is it possible to add house node? Or it will work with primitives of Unreal only?
@Ahivo2 жыл бұрын
amazing job i used to do it manually through Modeling panel This way it is faster
@pinkpocketTV2 жыл бұрын
Yup, the geometry script workflow is faster!
@DegiovaniLives8 ай бұрын
Faz um material master com tudo muito completo e coloca para download por favor
@wladimymoura686 Жыл бұрын
Is there a way to add a static mesh with open UVs instead of a flat one? and what the process would be like ?
@abhinav72892 жыл бұрын
I am waiting for retargeting 🔥🔥
@carlosrivadulla89032 жыл бұрын
Ty very much, can't w8 to see a fully nanite displaced terrain with different textures blended. Maybe we can see the first one in the next quixel demo. This is way better compared to traditional terrains, this is the natural evolution of terrains. Texturing a terrain nowadays looks too flat.
@varunrathod85682 жыл бұрын
You can show how to make waterfall in next video please.
@SanjarTheKingOfKings Жыл бұрын
I hope you read this because I'm a complete beginner when it comes to blueprints. What if I want to apply multiple displacement texture passes in a single blueprint? I tried copy pasting some of the nodes but only the first displacement slot is functional, the others don't affect the mesh.
@awakenwithoutcoffee Жыл бұрын
you need to combine them first and than output the result.
@nmatthes2927 Жыл бұрын
is there a solution for landscapes?
@IslamMhran2 жыл бұрын
What's ur video card u use?
@pinkpocketTV2 жыл бұрын
I have a 12GB RTX 3060.
@leonardkiefner6460 Жыл бұрын
Great tutorial! Is there a way to Apply this displacement on a landscape too?
@pinkpocketTV Жыл бұрын
Thanks for watching. And at the moment landscapes don’t support this.
@Shinjitsu_842 жыл бұрын
How to get this to work on a static mesh not a dynamic mesh.....
@gameatplay40162 жыл бұрын
make a video on core engine for beginners in hindi
@aggy481 Жыл бұрын
Thanks so much for this! I am looking for a solution for dynamically changing the strength of Displacement in Sequencer. Is this setup going to work?
@pinkpocketTV Жыл бұрын
Yup! Thanks for watching.
@aggy481 Жыл бұрын
@@pinkpocketTV Hey - for some reason my Dynamic Mesh Blueprint disappears when i try to render out a sequence. And obviously if i bake it into a Static Mesh, i'm no longer able to control the strength of displacement with keyframes. Has anyone had luck doing that? Any advice would be super helpful!
@ibrahimmuhammad8531 Жыл бұрын
Amazing work , Are there any way to make it on alembic file ?
@pinkpocketTV Жыл бұрын
I don’t think it works with a geometry cache.
@lonelysorrowknight Жыл бұрын
How different is this from using the displacement map and using the "displace" function in the modelling section?
@pinkpocketTV Жыл бұрын
It’s not different, actually it’s the same. But the blueprint way is like more efficient while doing level design and stuff.
@lonelysorrowknight Жыл бұрын
@@pinkpocketTV cool. Thank you!
@RioNewss Жыл бұрын
great video, but did'nt work in my case.. I have created my model in blender and baked all tex, working fine in blender, but NOT working in UE.. I follow your video, tried whole day.. but no results
@NovaPlays192 жыл бұрын
@pinkpocketTV Sir plz make a video on Night Enviroment Lighting & Sequencer animation btw love the video
@FenssneF Жыл бұрын
ДААА именно то, о чем я мечтал. делать тиселяцию на плейнах! кайфули, а на мешах с готовой карты как это сделать, не дублируя меши?
@bunksoup81372 жыл бұрын
Best temporary work around so far. True tessellation happens only on the GPU, so there’s a lot less memory overhead than displacement. Since this displacement method still relies on actual geo subdivisions, it’s still going to be extremely expensive on larger terrain meshes. Also last I checked, Nanite does not support meshes with displacement, so performance will fall off a cliff with enough of this. This is a fantastic tut that will def come in handy for certain applications, but Epic made a huge mistake removing tessellation, and this is proof that even the best work around is still not a viable solution.
@jaylapointe16542 жыл бұрын
Nanite doesn't support dynamic displacement. This method bakes the dynamic material into a static mesh, which is nanite compatible. The end mesh is exactly what nanite was made for.
@pinkpocketTV2 жыл бұрын
Yup!
@bunksoup81372 жыл бұрын
Yes, which just leaves us with another unviable workflow where we must bake out a new static mesh anytime we want changes. Then we are trading memory for disk space, and utterly removing the procedural component that makes tessellation useful in the first place. I can use any program to just bake out a gazillion poly mesh, that is not a solution.
@wintersouls6123 Жыл бұрын
Has this changed since months ago or still the same?
@bunksoup8137 Жыл бұрын
@@wintersouls6123 Unreal 5.2 does enable Nanite meshes to use World Position Offset for material displacement, so you can now use a texture and material parameters to more procedurally drive displacement, and still utilise Nanite to optimise the polygons for rendering. This finally makes it a viable workflow imo, but it does still require that your super-high-poly meshes exist on your disk (i.e. in your game build!). Nanite is built fairly narrow-purposed, for dynamically down-resing large scale geometry. Nanite needs to be able to dynamically up-res as well. It has to read a height map texture, calculate the gradation, and use that to add more polys where they are needed. If they can integrate that into Nanite, they have truly replaced tessellation.
@kotbegemot1341 Жыл бұрын
Excellent. How and is it possible to apply this to existed custom static mesh, boulder, for example?
@SilasMckeeIII2 жыл бұрын
Im going to have to do some testing buy this could make for some really cool world effecting magic powers
@H0lyFr0ggy Жыл бұрын
what do i do for texture samples from the quixel bridge that dont provide height maps?
@pinkpocketTV Жыл бұрын
Quixel bridge gives you an ORD Mask Map. So, the displacement map corresponds to the Blue channel. (i.e. RGB) You can use this as the height map to drive the displacement.
@H0lyFr0ggy Жыл бұрын
@@pinkpocketTV thank you so much for the quick reply. you are the best!
@shubhamartist2001 Жыл бұрын
Can I import my custom meshes in "Event On Rebuild Generated Mesh" ?
@eyeemotion1426 Жыл бұрын
Hi, is there a way to use this method on the lLandscape/Landmass? Of is that not just possible? But the Landscape in essence are just flat planes, so I would guess it would be possible.
@sanaakhan96952 жыл бұрын
Hi sir u r teaching ery easily so i request to make a full detailing video on Blender shaders and Geometry nodes that how it works and how to do.
@henriidstrom2 жыл бұрын
Is it possible to append custom (own) meshes in the blueprints (not just primitives)?
@pinkpocketTV2 жыл бұрын
Yes!
@deepeshsubhash7915 Жыл бұрын
@@pinkpocketTVHow?
@AvB.832 жыл бұрын
I had no idea this was a thing 😅 thank you very much, I think this will be incredibly useful
@pinkpocketTV2 жыл бұрын
Yup! Thanks for watching!
@iWiLDfox1 Жыл бұрын
Hi. I try to do like u, turn on plugin, restart, but in functios no Rebuild Generated Mesh ((
@Klodoviq19762 жыл бұрын
wow thank you so much. no joke it is now so much easier and u explained it really good.
@pinkpocketTV2 жыл бұрын
Thanks for watching! Appreciate the support!
@estate0007 Жыл бұрын
Thanks man, finally a Blueprint video I fully comprehend thanks to your great explanation style 🙂
@pinkpocketTV Жыл бұрын
Hey, thanks for watching and appreciate the support!
@bernierao Жыл бұрын
EXACTLY! Exceptional
@pinkpocketTV Жыл бұрын
@@bernierao hey, thanks 😊
@mrnevermind Жыл бұрын
Thank you so much for a greate informative video! I've subcribed.
@pinkpocketTV Жыл бұрын
Hey, thanks and appreciate the support!
@LukeAhearn2 жыл бұрын
What performance hit does this have?
@pinkpocketTV2 жыл бұрын
After baking the mesh just enable Nanite. So, it’s very optimised.
@stephengonzales35662 жыл бұрын
Why wouldn’t you just use the mesh editor and displace from there to begin with and turn it into nanite right there? Seems like a lot of extra work for the same result.
@aizen_rhyme_schemes2 жыл бұрын
I didn't know you could do that. But what advantages does it offer over displacing the mesh beforehand in a software like Blender?
@pinkpocketTV2 жыл бұрын
You can use blender too but this will save a lot of time.
@SassyMartian Жыл бұрын
can you do this on the material it self or does it have to be a object
@pinkpocketTV Жыл бұрын
On the object itself, the mesh I mean. We are displacing the geometry itself, and baking it into a Nanite mesh. This is not a shader displacement effect, like using RVT’s and Heightfield Mesh.
@MarcIndy3332 жыл бұрын
What if it’s from megascans and doesn’t have a displacement map but just one of the texture maps?
@FPChris18 күн бұрын
Displacement is cool until you actual try to use it on a landscape. Same for nanite.
@pinkpocketTV18 күн бұрын
Actually 5.4 changes that. The Nanite tessellation in 5.4 is really good and optimised.
@FPChris18 күн бұрын
@@pinkpocketTV I’m on 5.4.4 Just tried Nanite on an 8km map. It runs ok but SLOW saving and rebuilds. BIG gaps in ground seams still there with displacement and awful shadow issues. :/
@FPChris18 күн бұрын
Maybe if I load one region at a time. I will try that later. So far I’m doing more tracing issues than progressing forward.
@Neki2K1 Жыл бұрын
there is a displace mesh(deform) in Modeling mode, so i can use it in place of other displacement types or like yours
@anthonyflores69962 жыл бұрын
I was using a substance designer method before this and just replaced it forever thank you much love man \
@pinkpocketTV2 жыл бұрын
Yeah, this is way faster! And thanks for watching!
@elianzuniga4975 Жыл бұрын
Where can I find that rock cliff that you used? its amazing
@bajowbuzz2 жыл бұрын
Omg 😱, thankyou bro
@pinkpocketTV2 жыл бұрын
Thanks for watching!
@crystalx1979 Жыл бұрын
And how to Add the Effect from Plane to a Landscape?? ???
@michaelprentice15702 жыл бұрын
Amazing stuff as always! Any way to break out a channel of a packed texture in Unreal? Using Megascans materials to make some meshes and would love to handle that part in Unreal instead of loading a standalone copy of bridge and downloading separate textures. Of course Unreal 5's Bridge doesn't give you an unpacked displacement map...
@rodrigocascas2 жыл бұрын
I have the same situation here, if you find a solution I would love to hear it :)
@7_of_1 Жыл бұрын
If you are talking using Megascans surface textures then they come with the packed ORD map when downloaded. You can just select the blue channel from it for the displacement and use as a 2D texture in the modeling tools.
@rodrigocascas Жыл бұрын
@@7_of_1 but you cannot use the texture as it is with the rgb channels inside the graph editor inside the blueprint as it is in the video
@7_of_1 Жыл бұрын
@@rodrigocascas if you want to unpack the texture you can use photoshop and separate the R,G and B channels into separate layers which will give you AO, Roughness and Displacement as separate textures and re-import them to content browser.
@rodrigocascas Жыл бұрын
@@7_of_1 thanks! yes I know.... I just wanted to see if there was a way to do it inside Unreal as Michael asked, thanks
@IamNeighborlee Жыл бұрын
so is wpo a workaround given displacement is now gone in ue5 ?
@devlin4119 Жыл бұрын
Thank you very much !
@pinkpocketTV Жыл бұрын
Thanks for watching! Appreciate the support.
@GooInYou Жыл бұрын
Can you explain how this is better than the displacer inside of modeling tools?
@AntonYovchev Жыл бұрын
Thanks for the tutorial. How can we append a custom mesh?
@Neosin12 жыл бұрын
Another great straight forward tut! Keep them coming friend! Can you do a VR map tutorial? :D
@Mr_Tea_Rexx2 жыл бұрын
i do have a question about this will it reduce the further away you are like how the old tes worked or would we have to code that in?
@astonyo7544 Жыл бұрын
Can we append a custom mesh to be displaced in the same way?
@pinkpocketTV Жыл бұрын
Yes!
@Pepo-ns1oj Жыл бұрын
I’m just doing that.. do u know how to do that ?
@aliakbarzade230 Жыл бұрын
Thanks for this.
@pinkpocketTV Жыл бұрын
Thanks for watching. Appreciate the support!
@Pepo-ns1oj Жыл бұрын
How to do this with a static mesh instead rectangle xy ?
@billyrooney2009acro Жыл бұрын
Hi, this is a great tutorial, and definitely helped alleviate my fear of Blueprints, thank you. Would you know if it is possible to combine triplaner mapping with this technique? I'm looking to displace spheres with textures I create myself, and trying to find the best way to map the material on seamlessly. And advice would be deeply appreciated, I'm pretty new to Unreal Engine and your tutorials have been a great help thus far.
@Dawood.k2 жыл бұрын
Hi could you please tell me Which cam do you use?
@dishantkashyap73972 жыл бұрын
Awesome tutorial...I have one question...how do we apply this displacement technique on the entire landscape?
@pinkpocketTV2 жыл бұрын
Well you cannot. Landscapes don’t support displacement. You will have to layer the landscape with megascan meshes.
@handsanitizer24572 жыл бұрын
Amazing ! 👏 is 🔥
@pinkpocketTV2 жыл бұрын
Thanks for watching!
@JDMcarXcar2 жыл бұрын
Pinkpocket nice video
@pinkpocketTV2 жыл бұрын
Thanks for watching!
@gameatplay40162 жыл бұрын
make a video on how to make a day night cycle in core engine
@Rforge2 жыл бұрын
Loved this keep em coming pink :)
@pinkpocketTV2 жыл бұрын
Yup! Thanks for watching!
@nickkaverin Жыл бұрын
You're the best. Amazing tutorials. Tons of new information. Thank you very much!
@pinkpocketTV Жыл бұрын
Hey, thanks for watching. Appreciate the support.
@rlfq2 жыл бұрын
Name app??
@pinkpocketTV2 жыл бұрын
Unreal Engine 5
@davesturchcgi Жыл бұрын
Awesome!
@pinkpocketTV Жыл бұрын
Thanks for watching!
@liyaramlal7002 жыл бұрын
U BEST!!!
@pinkpocketTV2 жыл бұрын
Thanks for watching!
@gameatplay40162 жыл бұрын
make a video on how to earm from core
@MrHollt Жыл бұрын
I've seen a few ways of doing this but is there a way to conform or shrink wrap this to another material? That way you can design with simple cubes and then lay this on top easily.
@awakenwithoutcoffee Жыл бұрын
great info in this tutorial but I have a question: how can we use custom imported meshes ? do we still use the Dynamic Mesh Component ?
@Mrpollo6642 жыл бұрын
I wish its get work
@colini232 жыл бұрын
Could you made a tutorial how to use it on a marial landscape ? thank you
@pinkpocketTV2 жыл бұрын
For a landscape you will have to use virtual textures. I’ll probably make a video on that sometime soon!
@williamlacrosse93892 жыл бұрын
This is hidden tool change my day forever!
@pinkpocketTV2 жыл бұрын
Yup, geometry script is amazing!
@avatr71092 жыл бұрын
What kind of PC spec do you have?
@pinkpocketTV2 жыл бұрын
AMD Ryzen 1700x CPU, RTX 3060 12GB GPU and 32GB of Memory.
@SoyalicSinan2 жыл бұрын
Nice tips. It would be great if there is a method to mask Blue channel of textures in blueprint. This way Bridge's ORD textures can be used as displacement map directly. I have no idea is it possible or not. Any clue?
@pinkpocketTV2 жыл бұрын
Yup. Export the ORD map from UE5 then open it on Photoshop. After that go to the layers panel and switch to channel view. Then disable all channels except the blue channel. Then change the mode from RGB to Greyscale. Now save it and import that texture in UE5. Hope this helps.
@SoyalicSinan2 жыл бұрын
@@pinkpocketTV That is the obvious and long way. I am seeking a direct usage of ORD as it download.
@pinkpocketTV2 жыл бұрын
Yeah, actually, you can’t directly separate channels in BP, you can only do that in the shader editor. There is one way but that is a long one, using render textures. 😅
@SoyalicSinan2 жыл бұрын
@@pinkpocketTV That is definetly another long one. I am planing to use nanite version of SM. So In modeling tab displacement panel already has channel options. So I may stick that. But BP version is really remarkable. Thanks for the tip again.
@TheGiwi-YouTube2 жыл бұрын
I just did a test and found out the "options image channel" on the "Apply Displace From Texture Map" node can choose which RGB channel to use for displacement. 0 is R, 1 is G and 2 is B (I'm guessing 3 would be A)
@jumpieva Жыл бұрын
This is a great tutorial and seems to differ from most of the other displacement tutorials. So what led you to going down this route vs the displacement options from the modeling tools? More control i presume?
@pinkpocketTV Жыл бұрын
I think the blueprint approach is a faster and efficient way of displacing meshes.
@newearth33 Жыл бұрын
@@pinkpocketTV Does this work for imported geometry? Is there any way of displacing pre-existing elements?
@pinkpocketTV Жыл бұрын
Yup it does.
@juancarlosgzrz Жыл бұрын
RIP english
@pedrorivera18922 жыл бұрын
Excellent video! Thank you!
@pinkpocketTV2 жыл бұрын
Thanks for watching!
@vishalranga40932 жыл бұрын
I can think of a way to automate the last part non-destructively as well..Need to try it out, I'll let you know if I get it working :)
@pinkpocketTV2 жыл бұрын
Yeah but I think you will have to bake it to a static mesh anyways because Nanite only works on static meshes.
@vishalranga40932 жыл бұрын
@@pinkpocketTV yeah you'll need static mesh, and you can add functionality within the BP to convert/bake it for you. Just need to figure out the actual method, but I'm not an expert with blueprints :(
@vishalranga40932 жыл бұрын
Okay, I figured it out, can I e-mail you a screenshot of the BP? :)
@JDMcarXcar2 жыл бұрын
Do you anyway to do a rarity drop rate? Like some item have 6% spawn chance and other item 20%...
@hacenebernou1726 Жыл бұрын
very very Good
@monterotorrent Жыл бұрын
Nice script!
@AlanAstle2 жыл бұрын
Excellent tutorial sir! Thank you for adding more value to learning Unreal Engine!
@pinkpocketTV2 жыл бұрын
Thanks for watching! Appreciate the support!
@koensyoen49022 жыл бұрын
thanks, very interesting and fun
@pinkpocketTV2 жыл бұрын
Thanks for the! Appreciate the support!
@fddesign2 жыл бұрын
what happen if you use an existing mesh like (a trunk with a UV)?
@brandonjacksoon2 жыл бұрын
Thanks man!
@pinkpocketTV2 жыл бұрын
Thanks for watching!
@bernierao Жыл бұрын
This is a brilliant tutorial my man. Thank you! A++
@pinkpocketTV Жыл бұрын
Hey thanks and appreciate the support!
@ux-vg62612 жыл бұрын
Going to have to try this out right now!
@pinkpocketTV2 жыл бұрын
👍
@peterallely54172 жыл бұрын
For those who may have not seen the bro’s reply - you can append any static mesh that you may have. IMO not sure if this is any easier than doing the usual displacement function in the modelling tools
@km2304812 жыл бұрын
How?
@bendiba28 Жыл бұрын
@@km230481 go on "selection mode" scrol to "modeling mode" get to deform section and clic on "displace". Do this with the mesh selected. 😉
@awakenwithoutcoffee Жыл бұрын
@@bendiba28 you answered the wrong question my friend. He was asking how we can import custom meshes instead of generating the meshes procedural (as in the tutorial).