OH this is great gonna update some of my tutorials with this
@lucascastro69304 жыл бұрын
I've watched a lot of tutorials from you, and I'm currently watching the realistic folliage tutorial that you made. Can't wait to the next tutorials.
@MR3DDev4 жыл бұрын
@@lucascastro6930 hey glad you like them, I am certainly gonna make something cool with this update
@jurandfantom4 жыл бұрын
yes please :>
@jotacoxabagaray3 жыл бұрын
I always watch your tutorials, they are very good. :-)
@theadnart14 жыл бұрын
Amazing update everyone! Big props to the integrations and marketing teams for making this happen
@josephdowner60714 жыл бұрын
;)
@iesdise4 жыл бұрын
I'm about to start a project and I'm not sure if I wanna go for UE4 or C4D Octane for my rendering. On one hand working with UE4 is way easier and basically everything is ready to go with zero setup. On the other hand I'm more experienced with C4D and I can control the overall look of the scene easier in Octane. This convinced me, I'm going UE4. I was thinking about re-skinning all the fbx assets I have in mixer, but I can do it on the go in UE4. I love you since you started your colab with Epic, you're doing something amazing for the gaming industry as a whole and you get next to no credit for it.
@wolfsblessing4 жыл бұрын
Just when you think you've reached the limits of this, there is something new that goes beyond the limit and makes me stare like a little kid in awe! Awesome Job!
@1Robertwaterworth3 жыл бұрын
I am a Maya guy, but I think it is time to start using Unreal to layout all my shots from now on. So many powerful features! I'm really impressed. Great job!
@swordsmancity4 жыл бұрын
Bridge was already a great tool for directly texturing and editing materials inside unreal engine with wonderful editing options that comes with bridge; but you guys are also adding this new "vertex blend material" stuff on top of it... Well... Thank you, for being awesome :)
@WoodysAR3 жыл бұрын
I am having a heck of a time trying to figure out the first step to getting this working with UE4. I am expert at so many facets of UE4 but this 3rd party stuff throws me for a loop. You say you did this MEGASCAN stuff INSIUDE UE4? I looked for a 'MEGASCANS Plugin and for a 'Vertex-Blend-Plugin' but no luck,. I can only find what they call an 'organizational' tool? (which is the last thing I need...) called 'BRIDGE'. BUT You seem to be using BRIDGE as a real TOOL instead of a Filing Cabinet AND *from within UE4???* I have tried for over a year to understand their weird way of interfacing with UE4,. I just don't get it,. Could you maybe give me an enlightening description and a few simple steps without all their flashy confusing marketing? Help me out and I'll send my almost 3,000 loyal subscribers your way!! (From my main channel: KZbin.com/NextWorldVR )
@swordsmancity3 жыл бұрын
@@WoodysAR After downloading Bridge Tool and installing it, at first run it will ask you to set; DCC/Engine, select Unreal Engine here. Under that it will ask you a folder where your downloaded library will be. This is not the actual plug-in, set a folder you want and then hit "save". Now sign in with Epic account in Bridge Program which you've linked(on Quixel site) before. Download one of the materials. When it is completed, on right panel you will have another tab that's called "Export Settings". Click on that, select Export to: Unreal Engine, Engine Version: to your latest installed version (it is 4.25 for me), and then on Installation Folder: select where your engine's plugins are installed, which was in my case "C:\Program Files\Epic Games\UE_4.25\Engine\Plugins" ***IMPORTANT*** DO NOT set Program Files (x86) on that path, that will give you an error on exporting. If that happens, you should delete that and reinstall plugin into correct folder. Actual plugin will then be installed. Leave "Project Location" empty since you will be running Bridge and Unreal Engine at the same time and as soon as you export, it will export the materials to your active(opened) project. Now start your Unreal Engine version you've installed the plugin in; you should have "Megascan Link with Bridge" Tool on top. You can now hit export on Bridge Program, it will detect running Unreal Engine background and will install your new materials inside your content folder under "Megascan" name, have fun :) ------ Edit: This was the original info i installed mine from: help.quixel.com/hc/en-us/articles/360002127457-Installing-the-Megascans-Plugin-for-UE4-on-Windows Might help you better than my explanation. Good luck mate. ------ How Texturing Works: Materials you exported from Bridge into Unreal Engine will have a "Material Instance" for each different material. By using customization options they added inside those material instances; you can change tiling, rotating tiling; customizing colors, changing constrass/brighness/saturation; changing roughness amounts; increasing/decreasing normal strengh etc.. You pretty much have everything to do your texturing inside Unreal for assets(most likely environment assets) where you can use tiling materials. For example for testing; i re-made the whole texturing inside Unreal for one of my marketplace asset pack by using those and decided to use this method for my personal project. I might only need to use Mixer to create textures for unique models (like character assets) to have some curvature maps etc. to give them more "unique" look.
@madst40594 жыл бұрын
8:14 that, that right there is brilliant!
@OnsideHaddock724 жыл бұрын
👀👀👀
@InquisitorSama4 жыл бұрын
Quixel is outdoing itself with each update. I was (kinda still is) a Substance guy for my own assets; but for everything else, especially for outdoor scenes Quixel made it almost impossible to search for other options. Outstanding work you guys are doing. Can't wait to see what you'll come up with when UE5 is released for public...
@OnsideHaddock724 жыл бұрын
The recent development with the advanced texture mapping and raytracing make this engine... unreal Roll credits
@makarawash3 жыл бұрын
HELP: @Quixel at 8:14, when I do that (play with the Blend Amount Value), it doesn´t appear to affect it at all. Did I miss something? *UPDATE* : make sure that the *Enable Displacement* checkbox is checked before creating the blend material at the Megascans Plugin Panel, and that you the materials you imported came with a displacement map... and that such map is actually attached to the corresponding slot in the final blend material, because mine appeared as a default grey texture. And (this didn´t happen to me, just saying, it could happen to anyone, not judging...) that the mesh you are trying to vertex paint is subdivided several times.
@PAWTPIE3 жыл бұрын
Thank you so much for sharing this it helped a lot!
@peterbuck9143 жыл бұрын
Thanks bro!
@georges84083 жыл бұрын
thanks men!
@Bestvegeta3 жыл бұрын
This should be a sticked comment. Absolute life saving comment right here.
@MusicMtlify3 жыл бұрын
Thanks It worked for me too! Displacement maps weren't there when I exported the blended material. In order to fix it, I just dragged the missing displacement maps from the original materials to the final blended material slots. Also the plane I was using didn't have enough vertex, so I went back to max and created a higher poly plane and this fixed the problem.
@killabeectba4 жыл бұрын
This is so amazing, now it’s easier to create more realistic scenes in a very practical way
@matthews78952 жыл бұрын
I really like this plugin, but one thing that can make this even better is if it uses the displacement maps when adding puddles. Right now the puddles just go over everything and completely flattens the normal map underneath. I think it would be better if we can have an option that allows the puddles to look at the height maps. It would look more realistic and allow artists to have more control
@Sean-pv1nw3 жыл бұрын
Whenever I try to paint, nothing shows up. I'm able to do everything until 7:30 but that's it. Does anyone know why this would be happening?
@FX_AnimationStudios4 жыл бұрын
someone SERIOUSLY hit the thumbs DOWN button?!!? seriously?? thanks Quixel for this option...its amazing
@rizkyramadhan85944 жыл бұрын
Unity folks pressed that button.
@unrealist52884 жыл бұрын
@@rizkyramadhan8594 😂
@alejmc3 жыл бұрын
@@rizkyramadhan8594 haha, Unity folk here, no, that’s crazy talk. I and many others would definitely thumbs this up. This is a great tutorial and great use of Quixel Megascans... taking notes to implement in Unity as it would be fairly straightforward and not that complicated (standard video game tech art techniques). However they went ahead and added tons of options that I loved... the adjustment HSV/Tint controls add so much power to what’s already there, the dirt layer gets tweaked from a basic brown muddy looking to lighter dust like brick sand like, amazing. Also wondering if the height map blending is a basic ‘slope/offset equation’ or ‘smooth step’ with the vertex color value doing the threshold amount or something specific because it does look amazing.
@Integroabysal3 жыл бұрын
@@rizkyramadhan8594 Not Unity , Adobe if u know what i mean :D
@markwellgallos3 жыл бұрын
I think its "Substance" folk who click thumbs down. hehehehe
@Juquma4 жыл бұрын
Thank you soo much for this i just started to learn ue4 2 months ago and blend materials are difficult for me to set up. This is a really great addition.
@alexilaiho1st4 жыл бұрын
I like the fact that there's still some level of competition between Allegorithmic and Quixel, it makes both sides innovate!
@JohnSmith-rn3vl4 жыл бұрын
*Adobe and Epic.
@DavidMaclin3514 жыл бұрын
Y'all out here killing it with awesomeness. 😳
@nahuelcutrera3 жыл бұрын
this is like the motion capture of level design ! truly game changing to use real scans for texture and blending. I want to see this in games like right now.
@tagumagu3 жыл бұрын
Pretty sure this has been used in games for years :D
@_the_undetected65622 жыл бұрын
Any tips for how to get the material blend button in UE5?
@ugurgnys58074 жыл бұрын
So realistic blend with height data. Awesome thank you
@theblowupdollsmusic4 жыл бұрын
This is absolutely fantastic in every way. From the features to the tutorial. Thank you Quixel and Epic!
@jkartz923 жыл бұрын
This looks creatively stunning!! If possible the team could consider the plugin available to us ewith megascan in blender too!!
@roendpunt4 жыл бұрын
Owkay this makes me smile.... thank u for this.
@dantebmorrison4 жыл бұрын
this makes me feel like i might have some artistic ability, i dont but it gives me some hope
@rfraiol4 жыл бұрын
Awesome! I’m anxious to begin using this tool.
@CMON754 жыл бұрын
When you say "a healthy amount of vertices", is there any guideline? Particularly for game-ready assets? How many per 100x100 Unreal Units? Thank you!
@HelderP13373 жыл бұрын
I would argue actually to not tessellate your meshes too much. If there's some space between the verts, it creates rooms for some nice gradients between materials. Try it out, it depends on what you're trying to build so it's hard to say how many verts per 100 units, one might be all you need actually.
@Arthurboy7773 жыл бұрын
On plane surfaces 1 polygon per square meter is pretty standard at the moment in the industry! but you can go crazy with good LoDs and tesselation
@1_Man_Media4 жыл бұрын
fantastic new blend material controls. I used to use my own shaders with your maps plugged in but now I see no reason to. Vertex painting is easily one of my fav things to do its super relaxing and I look forward to playing with your new material as well as future updates from the quixel team. Keep crushing it guys can't wait to see more.
@skilatgamedev33533 жыл бұрын
I love Unreal so much and Megascan as well ! I can make so realistic level design for my games ! Thanks a lot
@fearthesmeag3 жыл бұрын
the more and more I watch UE4 tuts, I want to start using it. As much as I love Blender, been using it for 6 months, I see the workflow in UE quicker.
@Lapogo14 жыл бұрын
I recently tried this but when I create my blend material I do not see the layer parameters in my blend material. i only have base settings, displacement parameters, fuzzy shading, g settings, and the input textures of which none have layer parameters. I do not have the blend controls seen here in my material. ( ゚д゚)
@nelosantaclara69004 жыл бұрын
what's the solution? did you find any?
@Lapogo14 жыл бұрын
@@nelosantaclara6900 yep just followed the instructions here and it now works fine. :) help.quixel.com/hc/en-us/community/posts/360013673358-Unreal-Engine-4-25-3-Vertex-Blend-Material-problems
@SeanLake3D3 жыл бұрын
Yeah, I didn't get it with all the updates, etc.
@SyphinXero3 жыл бұрын
Probably didn't save the material
@yapanwolf3 жыл бұрын
Another problem: my "Middle layer" don`t respect hight data from base layer. i change ammount of Blend but blending is always the same
@sheckysreturn3 жыл бұрын
Unable to get this working. Downloaded and exported to new UE4.25 project using bridge. Used exact same materials as the video. After selected and creating the material blend, the parameters on the material I create do not have the same values/options. No global 00 or blend controls 01 sections. Also my blend material does not have "top" "middle" "base" sections. Any suggestions?
@ak-gi3eu4 жыл бұрын
i was really looking for this in every videoo,,and now you gave me easy with this video
@m0rph3u5.4 жыл бұрын
my god!.. environment and level design/creation had got even more interesting! who needs substance painter anymore! .. I am waiting impatiently for skin and character textures/scans to be added to the brilliant megascan library :) ... Epic Games & Quixel just crushed my second thoughts about switching to or even considering Unity **Update after watching more than 6minutes of the video: --- you are tearing me apart Quixel!! I am crying here! this is the best thing that happened in this shitty 2020 so far **
@TheRealGunfish4 жыл бұрын
Don't count out software like Substance yet.. How many games can be made with 1 library before people start to go "Oh.. I know that grass." New asset and content will always need to be created, whether it's new photoscans or new procedurally generated materials or sculpted models.
@m0rph3u5.4 жыл бұрын
@@TheRealGunfish I have been gaming for decades and never once in my life said or heard someone saying that they have seen this grass somewhere else. If there is someone on this planet who would say that, they really need to re-evaluate their life. May be a character, or a hero asset.. but not grass or even slabs
@simomessek9344 жыл бұрын
You're mistaken if you think environment creation this is all what is it about... guess when you will have to create a special environment required for a game or some set of textures very specific well you won't find them on quixer am saying so because I have been in this situation before quixel is really great I love them for Making life easier but no you can't just live only on quixer suite it's almost impossible at least for now.
@m0rph3u5.4 жыл бұрын
@@simomessek934 not sure what I get you are saying or how you reached that conclusion. Nobody said that megascans are going to eliminate the need for hand or custom textures e.g. hero assets or human skin at least. However, they will help with the majority of the environment textures.
@jankowal17914 жыл бұрын
Its possible create landscape material using Megascan plugin and "Create Material Blend"?
@plasid24 жыл бұрын
me also
@КириллЛосев-ъ5л3 жыл бұрын
No, It is Immpossible
@adollar474 жыл бұрын
I can hardly navigate the jungle that is UE4 as it is, but I'm still beyond excited by this new feature
@yapanwolf3 жыл бұрын
hi, i use ue 4.25.3 and there is no "Base layer/middler blend controls" option. where to find it?
@@dannybznz thanks it works and this link was helpful too: help.quixel.com/hc/en-us/community/posts/360009717918-Could-not-send-data-over-Port-13428-13429-error-in-Bridge-when-exporting-to-Maya-2018-on-Mac-OS
@SeanLake3D3 жыл бұрын
@@yapanwolf None of these worked for me.
@dyna4studio9424 жыл бұрын
A game changer! Thank you Megascans.
@fabianoperes21554 жыл бұрын
This makes me want to make a game.
@OnsideHaddock724 жыл бұрын
Do it -Ben Stiller
@01oo0114 жыл бұрын
Why not?
@OnsideHaddock724 жыл бұрын
@@01oo011 no i was being serious, how he says "do it" in a deep voice to make the person do it quicker, ill play his game if he made one
@OnsideHaddock724 жыл бұрын
@3D Modeller i asked no question
@dinomightstudios41194 жыл бұрын
@@OnsideHaddock72 lol y’all are weird 🤣
@TheDazvolt4 жыл бұрын
This is beyond incredible, thank you so much guys for sharing this educational videos, such an MVP!
@maximilianmander24713 жыл бұрын
7:37 That doesn't work for me; I can't paint on my Landscape, also not even on an Plane. What am I doing wrong?
@abilalp91043 жыл бұрын
i cant too
@duffy_1153 жыл бұрын
You need a plane with vertex's added to it. Watch a blender tutorial explaining how to make a plane, subdivide it to add vertx, then export to unreal and you can paint then
@mobildisko5793 жыл бұрын
@@duffy_115 How can I apply this for landscaping? When I transferred it from the blender, it became a static mesh. Can I convert it to landscape? In what format do I need to export?
@duffy_1153 жыл бұрын
@@mobildisko579 in blender you need to use the landscape add on and you can make a custom landscape and use how many polygons you like, more polygons = more vertices to paint on = more intensive on pc. Then generate a material blend watching the quixel tutorial on youtube, apply to your landscape model (Export this as an FBX) then apply the material blend to landscape model
@letenebrae31643 жыл бұрын
@@duffy_115 Your mean add a single vertx point in the center of every subdivision or just subdivide de whole mesh?
@eudgirarman4 жыл бұрын
I have seen others do this so many times, now i know how its done! Thanks a lot! :)
@rustyexe93784 жыл бұрын
Off topic: thank you for great soft! When Quixel Mixer would support pen pressure?
@Simon-iq1yl Жыл бұрын
Seems buggy in UE5.1 - two instances selected and it'll error with it not supporting more than 3 instances.
@cepryn82223 жыл бұрын
OMG i've spent about 5 days to create fully controllable blend material with puddles for my last project. i wish this tutorial was upload earlier T.T :D
@plasid23 жыл бұрын
Pls Can you make tutorial how make profesional landscape material? Something like this but on landscape (Mud, Puddles, Grass etc)
@teddygbg3 жыл бұрын
Will do! :)
@plasid23 жыл бұрын
@@teddygbg I can't wait! thx
@matthews78953 жыл бұрын
Hey :) Just wanted to ask, has that tutorial been made yet? Or is it still in the works? :)
@GsChandra4 жыл бұрын
After many days finally a tutorial ❤️
@Hunger534 жыл бұрын
A great feature, thanks Quixel for your work, definitely will use it! I think that something similar could be done to the landscape materials, with such amazing features as RVT, displacement, hiding repeating of textures, etc. Please let me know what do you think about this. Thanks!
@zoltantoth_4 жыл бұрын
Super cool!!!! thx for this! Cant wait to play with it:)
@dimeolas7774 жыл бұрын
The material is created but when I open up the editor to see why it hasnt any texture...it hasnt set up the materials inside. I can do it manually but it still just is a checkerboard, the materials dont apply. edit-what is often missing from tutorials are basic steps. Like create your material and then the material instance, beginner's may not know. I find this a stumbling block that wont be fixed by 'just learn the software' Thats what im trying to do. Very frustrating not knowing the steps that are taken for granted by everyone so not mentioned. beautifull tool but not for me, thanks.
@cr3ap3r14 жыл бұрын
Those are not three Albedo Textures, they are three Materials.
@dimeolas7774 жыл бұрын
@@cr3ap3r1 Thx, yea I tried albedo first then figured out they are material instances so I tried that. It does create the vertex Paint Material in a new folder but that material is blank. I opened it up and nothing from the textures is emplaced. So, I can check the lil boxes and drag n drop them in place, save, but is still blank. Will try again after I have lunch.
@hugowoaye-hune98004 жыл бұрын
did you find a solution for this issue? i am having the same problem.
@clevtk3 жыл бұрын
I also had the same problem, the solution I found is to import the mesh as fbx and not with datasmith
@bigdaddystrokes3 жыл бұрын
My god. I have been looking for this my whole life. Thank you Quixel.
@SaucyNate3 жыл бұрын
New to vertex painting here. How would you go about creating a plane with a sufficient number of vertices? I've had trouble using the basic Unreal Plane seeing as it has so few vertices. Appreciate any help y'all have!
@mohidbaig40002 жыл бұрын
You need the create the mesh with sufficient vertices in a 3D tool like Blender or Maya and then bring that into UE4. You cannot increase the vertices of a mesh inside UE4.
@spiderjerusalem85052 жыл бұрын
@@mohidbaig4000, Man, this makes me appreciate UE5 modeling tools SO much more
@jimmyt_19884 жыл бұрын
You guys ... With Epic... Are the best. I genuinely love you. Thank youuuuu!!!
@sonerkaragyoz98324 жыл бұрын
That is so amazing!! Thank you quixel for making my life easier)
@Lythey_Team4 ай бұрын
Which is better, using Decal or Vertex Blend material? For the optimization, asset control and workflow section, I am interested in knowing what is best for optimization.
@UnrealArtist2 жыл бұрын
Unreal's mesh paint system is buggy or may be I am still using it wrong, Its been 5 years and not a single time it worked the way this guy is doing :P Even If I try to follow step by step tutorial, channels doesnt work on my engine. I have ways around it, but it should work the way it is being shown in this video, it is so satisfying.
@Hyjk873 жыл бұрын
wow this tutorial is amazing, finally somthing clear for a beginner! thanks a lot dude
@short_sah4 жыл бұрын
Seriously, i click on the button and i dont have theses all options.... It's normal ??? I have only, Base + R + G Channels and the quick options
@GAMEDEV_PRO3 жыл бұрын
thanks to quixel ,epic,unreal all devs and everyone.Without this making games is be very hard.
@guccidevonna3 жыл бұрын
I don't normally comment on videos.. But this is worth it. Thanks Quixel
@yurifox53413 жыл бұрын
Thank you so much @Quixel for this tutorial👏🏼👏🏼👏🏼 I stuck at wall painting before this❤️😊
@Starlingstudio4 жыл бұрын
i see Quixel, i smash Like Button !
@vypyr94 жыл бұрын
what a simple creature!
@totallyserioustutorials20414 жыл бұрын
I cannot find the option that you are using when I made the blend material
@ayaz19793 жыл бұрын
This s simply breathtaking, Amazing Pakistani Team behind this project
@artmaknev37384 жыл бұрын
Looks amazing, thanks for quick explanation!
@TheDigitalAnts4 жыл бұрын
Super useful, easy to use. Amazing work as always!
@markmaslin1348 Жыл бұрын
hi so trying this tutorial with UE5.2 ive selected the 3 material instances through content browser, when i select create material blend i get the error message "current material blending setup doesn't support more than 3 materials" even tho I've only selected 3, anyone seen this?
@bkscribe2 ай бұрын
Does this exist in 5.4 or do you need to build it? The height blending doesn't seem to be in the material blend you get from Quixel.
@wilismatrix98474 жыл бұрын
This is so artistically great, thank you for this upadate !! 😍😍
@subhojitmahato34554 жыл бұрын
Very helpful video
@peterrandall6761 Жыл бұрын
i dont have the displacement option for my material, does anyone know why?
@AnujPatwariTV4 жыл бұрын
I don't have most of the options on my BlendMaterial as mentioned in this tutorial... For example, I don't see any Base/Middle Layer Blend Controls nor do I see any "Use Base Layer Adjustments". If someone knows how to fix this, please help...
@siddharthbaxi19564 жыл бұрын
Hi Anuj, This should help. Followed these steps and got it to work. help.quixel.com/hc/en-us/community/posts/360013673358-Unreal-Engine-4-25-3-Vertex-Blend-Material-problems?input_string=Vertex%20blend
@AnujPatwariTV4 жыл бұрын
@@siddharthbaxi1956 thanks a lot for the link! I actually tried these exact steps yesterday before the workaround post was put up, but for some reason, even in the new project, the blend materials weren't working. If the workaround worked for you, do you mind sharing the SurfaceBlend_MasterMaterial file with me? It should be located in your ProjectFolder/Content/MSPresets/SurfaceBlend_MasterMaterial folder. Thanks, Anuj.
@IAmPantsu2 жыл бұрын
my brush doesn't show up, instead it still performs like select mode, help 6:57
@STANDBYEXP Жыл бұрын
Displacement blend doesnt work anymore in UE5
@fl2604 жыл бұрын
Brillant workflow! 👏
@danverochraner6659 Жыл бұрын
Is there a possibility of adding tint into multimaterial? I would like to paint slight tint changes into multimaterial.
@christinepalejo76752 жыл бұрын
i can't find this one on UE5.any helps.thanks
@manuelglez93473 жыл бұрын
This is just ridiculously amazing
@anpanimation40273 жыл бұрын
Amazing
@yantingye16773 жыл бұрын
the links are all broken?
@kliklik19323 жыл бұрын
please add the plugin for a separate download on the quxel website because the plugin is not installed via bridge. the latest version of the plugin on the site is 6.82
@playonce41864 жыл бұрын
wow very great now i dont have to program this when the time comes :D
@apetrukovich4 жыл бұрын
Nice, any plans to make layered landscape material?
@teddygbg4 жыл бұрын
Yes! It’s in the works.
@deastman24 жыл бұрын
@@teddygbg That would be great! Setting up layered landscape materials is a painfully tedious process, and it would be incredibly helpful if you could automate that for us.
@SidharthGanguly4 жыл бұрын
@@teddygbg Wait! you are Director @ Quixel!
@res0lve4 жыл бұрын
@@teddygbg Omg please thank you
@wizardoflolz56264 жыл бұрын
love you guys
@MAX3D23 жыл бұрын
Using UE 2.26.2 in the Blend Material, under General the Parent it is named SurfaceBlend_MasterMaterial. Why does it look like cinder blocks and not any of the materials I picked? I looks like some default material being used???
@UP-zq1ml3 жыл бұрын
Note for self 1:25 don't forget to enable displacement before exporting material from bridge
@ScorpionVenomStudioGames4 жыл бұрын
Definitely going to use it. Thank you
@rouvensoezueer11 ай бұрын
Hey folks, is it a common issue, that the blend amount setting for the top layer is not working? I have no problems with the middle layer. Working with UE 5.1. I tried with Megascans materials, so there shoudnt be a problem.
@kaveshmp9137 Жыл бұрын
help!! I did all the steps correctly but i am unable to paint on the mesh , it is not showing any changes.
@Mikeaguado3 жыл бұрын
Hey guys my Blend Material doesn't have any of these options... has this material changed recently or is the workflow different now?
@GameOnCinema3 жыл бұрын
The same thing happens to me !
@yantingye16773 жыл бұрын
hi,I want to know,why Quixel MS_DefaultMaterial ' displacement effect so much better than Quixel SurfaceBlend_MasterMaterial ?Quixel SurfaceBlend_MasterMaterial 's displacement effect has so much sawtooth.For example ,the brick displacement texture.
@dianlestrianto7803 жыл бұрын
I have followed the steps as in the video but the results are not the same,??? I used bridge 2020.4 and unreal 4 25.4
@agusc51174 жыл бұрын
Hello again Josh. Been a long time
@ChenLinYu3233 жыл бұрын
I think if I want to use my own material as base layer I can't use packed ORM maps right? In the master material it seems to pick the red channel for those textures without providing a switch node that allows me to choose which channel I want.
@somkinsoto18693 жыл бұрын
On 10:12 i was like "Damn, is someone in league typing me or smthng? I need to check asap". Even my league wasnt launched lmao. Amazing tutorial by the way, and materials .
@MisterWealth3 жыл бұрын
When I do this level of detail everything just drags, is this normal? I have 64GB RAM 8 core CPU and RTX 2070
@Dhieen2 жыл бұрын
I have so much trouble with ue5 and quixel when i need to blend materials with vertex paint, most of the time i dont have any height blend at all And putting the displace texture with AO and roughness (when there is an AO slot already in the same master material... what?) well i cant use another displace texture to blend my materials Like i have a brick wall material made by me in designer, i made an ARD map; i made 2 sets of textures, they blend correctly together, but on my top layer i have a moss material downloaded from quixel, and there is no height blend at all and the displace texture in the ARD seems pixellated when i zoom in or out I unchecked the srgb and i put the compression in mask instead of color but still no change
@Ben5011812 жыл бұрын
I have the same issue with the top layer. It just doesn't blend in UE5, even when I was using the exact material sets shown in this video. The base/middle layers are fine though.
@matthews78954 жыл бұрын
I download Bridge again a few minutes ago, when I try to create a Blend Material, I'm able to create it, but I don't have the parameters you have @1:59. I have Base Settings, Displacement Parameters, Fuzzy Shading etc. I restarted UE4 and reinstalled Bridge after downloading it from the Quixel Site but I still think I have an older version.
@josephdowner60714 жыл бұрын
Hey Matthew. Can you write us at support@quixel.com or via our contact form here: help.quixel.com/hc/en-us/requests/new You're definitely somehow using the older version as fuzzy shading isn't included in this new version.
@matthews78954 жыл бұрын
@@josephdowner6071 Just sent you guys an email now
@112233CG4 жыл бұрын
@@matthews7895 Same issue here.
@cgpetey4 жыл бұрын
Same issue here. Dont have any 'puddle' settings at all. verified that its the latest plugin.
@matthews78954 жыл бұрын
If I find out the solution I'll be sure to let you guys and everyone else know. I'm just waiting for an email reply at the moment from them.
@SunPrimeGames2 жыл бұрын
Hello I have this issue when I try to create a blend material, it shows me :"Select two or more material instances to perform this operation" . I tried to insert instances or not in the slots but it happens all the time. I don't know if this problem comes from the material or the plugin.
@lucasdeveloper053 жыл бұрын
My brush does not paint the texture, what can I do?