You're a lifesaver! Very well explained and exemplified. Thank you so much!
@CGDealers4 күн бұрын
Glad it helped!
@weirdscix10 ай бұрын
Another great video, I've also picked up your Blueprint series so I'm looking forward to watching that as well
@CGDealers10 ай бұрын
Hope you enjoy it! If you have any questions feel free to contact me in discord!
@lumosart10 ай бұрын
Incredibly helpful video.
@CGDealers10 ай бұрын
Glad it was helpful!
@shadowtjnl10 ай бұрын
When i try to make this in ue 5.3 ... i do not have a displacement ... did i done something wrong with the setup of the material ?
@CGDealers10 ай бұрын
Yes, you need to enable displacement in engine .ini files. Watch my other video how to do that Landscape Material - Enable Displacement Unreal Engine 5.3 kzbin.info/www/bejne/jaSbh5Juft2jo6s
@Moonskimmin10 ай бұрын
This really clarified some questions I had on texture blending and how to use the vertex painting system. May check out the blueprint course. Could use some help with Editor Utility Blueprints...are those included in it?
@CGDealers10 ай бұрын
Editor Utility Blueprints are not included in this course
@SuppTTV8 ай бұрын
Is there a way to combine how you've set up this blueprint with worldaligntexture? Seeing as the height lerps need vector 3, but worldalign needs t2d textures? Or am i getting something wrong?
@kratos73346 ай бұрын
Take the height from the result of the world aligned texture node it gives you xy and xyz world aligned textures in the results outputs which means you can use it as vector 3
@Samuele_Lini_ARS10 ай бұрын
As displacement won't work with path tracer render is there a way to bake a "mixed" displacement map to be able to apply it permanently in the modeling tools to the mesh?
@CGDealers10 ай бұрын
I don't know at this point. Need to make research.
@Kurdischerjapaner10 ай бұрын
Can you create a advance material shader for substance painter packed textures i unreal ?
@kratos73346 ай бұрын
Watch Ben cloward He has a really good way for packing textures He made a video about it
@betterdeadthanred4196Ай бұрын
everything worked but 1 thing. my textures are huge and i need to tile them. what can I do to have control over tilling per texture?
@CGDealers28 күн бұрын
connect a tile node to your textures uv node and use the tiling as you wish
@craiglucas495510 ай бұрын
Thanks for the response i just want to know where would i add the stacked texture in the auto material to get displacement working
@CGDealers10 ай бұрын
You need to mimic the normal map nodes and plug the final in displacement.
@ultravioletdank1510 ай бұрын
I was following you step by step, but when you connect blue channel to the displacement I cant to this, I dont have displacement option. what can I do? thanks in advance
@CGDealers10 ай бұрын
Check my other video on how to activate the displacement map in Unreal Engine 5. It has some technical stuff that you need to do before it will appear in your material. Check the video: kzbin.info/www/bejne/jaSbh5Juft2jo6s
@ultravioletdank1510 ай бұрын
Thank you, it works perfectly! @@CGDealers
@CGDealers10 ай бұрын
Cheers :) @@ultravioletdank15
@50shadesofskittles910 ай бұрын
Nice video!
@CGDealers10 ай бұрын
Thanks!
@pwA_909 ай бұрын
Thank you for this tutorial! The solutions presented in it were a milestone for me that pushed the project forward. I have a small question about textures tiling: I've created a brick wall that consists of two textures. Unfortunately, when painting bricks, they differ in size, which looks unnatural. I would like to change the TextureCoordinate parameters separately for the selected texture because in the blueprint, U/VTiling is for all textures simultaneously. I tried to work around this by creating separate TextureCoordinate nodes for each of the textures (normal, ambient occlusion, displacement), but the effect on the mesh cube model was not satisfactory - the bricks on the mesh started stretching more and more from the middle. Is there a more intuitive way to do this? In the basic function of blended materials from Quixel Bridge level, we can manually adjust Tiling X, Y in the options (Details panel), but then we don't have displacement (it may work only on one layer), and I am interested in having it for all texture layers. I will be grateful for any response. Have a good day!
@desuii88735 ай бұрын
how did u solve it? :o
@DeBaRe7 ай бұрын
Hey there; awesome stuff. Thx! Do you know if it works in UE 5.4? I did it step by step. Tessellation is working but painting not :/ EDIT: Painting works, but even when I apply and reactivate Nanite, paintings gone..
@ziggy4u577 ай бұрын
I could be wrong as I am still learning this but in another video I am pretty sure they said you can't use Mesh Paint mode with Nanite Tessellation and you have to use the Modeling Mode Attribs->Paint Vertex Colors tool.
@sorog.online13789 ай бұрын
hello, your tutorial are very nice and clear! I love your channel. I have a question, is it possible to get the same result with the landscape somehow? cheers
@CGDealers9 ай бұрын
Yes, of course. If you want join our discord and the community will help you out there.
@IstyManame10 ай бұрын
Is there a way to get rid of that "spiky" look of nanite displacement?
@CGDealers10 ай бұрын
Play with the nanite settings to soften it out and in the texture a bit blur can help.
@karathrace81018 ай бұрын
Too complex and way too many nodes for a material like this. All you need is one HeightLerp node and BlendMaterialAttributes node. You make material atributes for all layers, add height, contrast and vertex color to HeightLerp and plug alpha from HeightLerp into alpha of BlendMaterialAttributes. Much simpler, cleaner and faster with the same result. Btw, you can vertex paint on nanite meshes from modeling mode.
@MatiasPiens8 ай бұрын
can you made a tutorial of this and send me the link of the video ?
@kratos73346 ай бұрын
Your right Instead of blending individual textures you can blend layers of materials with one single node for each material
@erratiqgaming6 ай бұрын
i need to do this but im having a hard time understanding how to make layers in the automaterial that can manually be painted with or without displacement.
@CGDealers6 ай бұрын
Well the AutoMaterial paint layers function is available for my supporters at patreon.com/CGDealers You have Paint Layers, RVT function, Footsteps sounds based on surface and Displacement in my last upload there. I didn't have time to record videos on how to add all of those to my master material. Maybe I'll have some in the near future. Otherwise if you deep dive into my Master Material you can do those functions yourself with a bit of research and time put into it.
@erratiqgaming6 ай бұрын
@@CGDealers I completely understand good sir, I may be joining the patreon soon. I’m trying to learn but I’m a beginner so I’ve just been a tad bit lost in understanding nodes , but with time I shall improve! Thank you again! Your efforts are appreciated!
@Opt4grunt2 ай бұрын
How did you get it to paint as its not painting for me. Any help would be much appreciated
@AboniL458 ай бұрын
Merci beaucoup
@lilith445610 ай бұрын
Yo, Thank YOU! But how reset my paintings, changing the material did not help
@CGDealers10 ай бұрын
Use the flood option in painting mode and just use back color.
@thenoobdev10 ай бұрын
Great share as usual ! ❤ I need this functionality, but on landscape, not a mesh.. How would I best approach that?
@CGDealers10 ай бұрын
Check my previous video. Unreal Engine 5 - Landscape Material Paint with Displacement kzbin.info/www/bejne/oYeWm4Onp7ynhaM
@thenoobdev10 ай бұрын
@@CGDealers Great video; but.. I wasn't all conclusive.. My bad.. So what I want to achieve, is painting skidmarks on my landscape.. These have to be in the direction of which I'm painting.. Is this even possible for landscapes? With vertex mesh painting it's pretty easy to do, buut on a landscape it's different and I can't really find a way..
@thefacelessman80810 ай бұрын
@@thenoobdev I think Decals would be better for that
@thenoobdev10 ай бұрын
@@thefacelessman808 thanks for the tip, I was thinking about this too but it'll be a bit tedious. Especially with corners of different angles and all..
@zoso31038 ай бұрын
why it doesn't work with landscapes, how do you think i can integrate it with landscapes ? or integrate a mesh plane with a landscape ?
@CGDealers8 ай бұрын
In landscapes you need to use paint layers.
@CommanderColson10 ай бұрын
Does vertex painting with tessellation work on splines? Like does the painted tessellation work on splines too?
@CGDealers10 ай бұрын
I don't see why not.
@tomahawk14956 ай бұрын
for me, geometry is being displaced and I don't want it to, I never turned it on and when I go to find these settings at 22:00 they aren't available
@CGDealers6 ай бұрын
That is strange. If it is the case, go to your material, open it, search for displacement function in the material and put the magnitute to 0. That way you won't have displacement working.
@dreadtrain284610 ай бұрын
How is it performance wise?
@dreadtrain284610 ай бұрын
Great tut by the way.
@CGDealers10 ай бұрын
It's okey since the displacement is still new and not very stable. Few more updates of UE and it will be perfect.
@parallax60056 ай бұрын
Does this work with paint layer??
@CGDealers6 ай бұрын
Yes
@nikiboa8 ай бұрын
On 11:13 I dont have displacement thing...
@CGDealers8 ай бұрын
You should watch my other video on Displacement. You need to use Unreal 5.3+ and enable tessellation via command in the .ini file kzbin.info/www/bejne/jaSbh5Juft2jo6s