How To Setup Vertex Painting In Unreal Engine 5

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  • čas přidán 31. 05. 2022
  • This is a beginner tutorial on setting up vertex painting in Unreal Engine 5. This feature is great for blending between two materials in engine and I go over using the height map to get a better threshold between the two textures. Although its not a new feature to the engine, this is intended to be a quick refresher on how to set it up or if you are new to the engine, this can help you set it up your first time around with creating blendable shaders
    Hope you find this video helpful and let me know down below if you have any questions or topics you would like to see covered in future videos!
    Channel Perks: / peytonvarney

Komentáře • 74

  • @stormhenge
    @stormhenge Před 5 měsíci +3

    I love that you clearly and plainly explain the nodes and what they do. I've been watching tutorials for months and this is the first time I've clearly understood what a Lerp node is and how it works. You're not just saying... "add one of these, and then one of these and plug this into that..." You're actually teaching the logic. So, thank you!!!!

  • @iceddz
    @iceddz Před 2 lety +5

    Love your style of simple but informative video tutorials, even on slightly more complicated techniques like this. We are seeing vertex painting more and more in games and I love it!

  • @virtuvius9969
    @virtuvius9969 Před rokem +3

    Short and straight to the point, while still covering the most important features of the tool. Thank you!

  • @xjuliussx
    @xjuliussx Před 7 měsíci

    I was looking for this for weeks! and this is a very very useful tutorial, special i was looking when i was building the roads and want to look immersive on the edges ! Bring more useful videos tutorials like this one ! Subscribed. I love how it looks!

  • @mjesensky2760
    @mjesensky2760 Před rokem +3

    This is amazing, thank you very much! Thank you for a very clear explanation, it was very easy to understand every step of the way. Can't wait to try it out.

  • @TheDesknight
    @TheDesknight Před 2 lety +2

    Thanks for the refresher

  • @alexbobyr8076
    @alexbobyr8076 Před 10 měsíci +1

    Thank You for the great tutorial.

  • @The_Zisco
    @The_Zisco Před 5 měsíci +1

    Awesome tutorial!

  • @aridas4322
    @aridas4322 Před 10 měsíci +1

    Thank you so much! This solved a problem for me :D

  • @Fanbun26
    @Fanbun26 Před 11 měsíci +3

    This is exactly what I needed for my project right now, I want stonetiles to peek out from the snowy ground haha, you're a lifesaver! Thank you sm, you explained it really well! :)

  • @kj_evergreen
    @kj_evergreen Před 2 lety +4

    Great work on the tutorials Peyton! Keep it up

  • @kevincoulman2206
    @kevincoulman2206 Před 2 lety +1

    Once again an excellent tutorial

  • @Project_Erasmus
    @Project_Erasmus Před 2 lety +1

    Thank you! This is very helpfull for a beginner like me. Very well done.

  • @lasereyes5720
    @lasereyes5720 Před 2 lety +1

    Good to know it still work the same (unlike tesselation) . I'll use this as a ref until i make my own.

  • @LEHtJong
    @LEHtJong Před 2 lety +2

    Hi Peyton, great tutorial, but in a way you only have to do the height blend calculations once and you can than use the alpha outputs to do regular lerps.

    • @PeytonVarney
      @PeytonVarney  Před rokem +2

      Thank you, and I actually was not aware of that. I will certainly be trying that out and using it in the future!

  • @WarriorOfModernDeath
    @WarriorOfModernDeath Před rokem +2

    Please keep up the tutorials they are very well structured and very informative! Wouldn't mind if you set up a patreon or something too!.

    • @PeytonVarney
      @PeytonVarney  Před rokem

      Appreciate the kind words, plan to roll out a lot more that I have had created. Should see more activity soon! Also in regards to the patreon, would you use youtubs subscription service instead if its an option?

  • @hocinetazani6364
    @hocinetazani6364 Před rokem +1

    Thank You

  • @markecgazda3880
    @markecgazda3880 Před 6 měsíci

    Great tutorial, but will this work with no problem on material with multiple layers?

  • @apixel.content
    @apixel.content Před 2 lety +10

    Thank you for this wonderful tutorial. Since displacement is in the modeling tool, is there way to include displacement also in the texture for vertex painting? Thank you!

  • @eyeemotion1426
    @eyeemotion1426 Před rokem

    Isn't this the same as that Megascan-plugin? Or does that Megascan-plugin only work with Megascan assets/textures?
    I want to go for a more stylized look, and Megascans looks too realistic, so would your set-up suit me better?

  • @RH3D
    @RH3D Před rokem

    is there a way to paint only certain *faces* ? Id like to make only a few faces a solid colour thats different to all the other with no fade between - is this possible? or would i need to break off those faced as a separate object? - thanks

  • @mecavica
    @mecavica Před 2 měsíci

    Question: can I use this tool for landscape nanite tessellation?

  • @ep1cn3ss2
    @ep1cn3ss2 Před rokem

    Could we get this working with tesellation/displacement

  • @TheRealArtDoctor
    @TheRealArtDoctor Před rokem

    Can you do vertex painting on character models? Is it possible? Is it the same technique as the way you did enviroments?

  • @sorog.online1378
    @sorog.online1378 Před 3 měsíci

    is it possible to get the same results with a landscape :)?

  • @denizorbey4079
    @denizorbey4079 Před 2 lety +1

    Awesome :). One thing I was wondering though is could you vertex paint on decimated meshes, or nanite (?), where the verts might not be equally or evenly placed?

    • @PeytonVarney
      @PeytonVarney  Před 2 lety +5

      Overall your decimated model should relatively have evenly placed verts. if you have extreme instances where its messy with areas with large faces and then other parts where its a bunch of tiny faces then you could use something like the UE5 decimation tool to retopo it to be even triangles. That would guarantee you having even verts to paint on. You can definitely paint on a decimated mesh, it just really depends on how the decimation had distributed the tris!

  • @dist5788
    @dist5788 Před rokem

    Great tutorial thanks !! Is there a way to add displacement to painted textures somehow ? That would help me a lot!!

    • @PeytonVarney
      @PeytonVarney  Před 11 měsíci

      So far not that I am aware of with the displacement method inside of ue5 and specifically vertex painting

  • @norikaGilbert
    @norikaGilbert Před 4 měsíci +1

    I did this but vertex painting does not work.

  • @glormond
    @glormond Před 7 měsíci

    Does anyone know how to do it using Megascan textures which don't have HEIGHT MAP?

  • @keterbinah3091
    @keterbinah3091 Před rokem +1

    thanks for tut, if this helps anyone make sure nanite is disabled on yr mesh

  • @peterrandall6761
    @peterrandall6761 Před rokem +1

    how do i get the height maps for matierals downloaded from quixel bridge inside UE 5? im only gettingthe ambient occlusion, roughness, normal and base

    • @PeytonVarney
      @PeytonVarney  Před rokem +1

      I could possibly create a video covering quixel bridge content use similar to this if you are interested. It depends on the textures and assets.

  • @andresmit5669
    @andresmit5669 Před 11 měsíci

    What button did you press to het the node that allowed you to pick the red colour?

    • @tarti16
      @tarti16 Před 10 měsíci +1

      Constant 3Vector → Red, Red.

  • @adamplechaty
    @adamplechaty Před rokem +3

    Just did a couple of tests and Iam positive it doesnt work with nanite meshes. So... if I wanna do some VP on a heavily (height) displaced mesh it will have to be without the (second) strongest feature UE5 has... the nanite. Really hoping Epic gets this working.

    • @guatsx
      @guatsx Před 10 měsíci

      100% confirmed, I was tearing my hair out dude! Thanks for post ing this!

  • @sundramdigipen2352
    @sundramdigipen2352 Před rokem +1

    Hi, let's say if I follow this method? How am I going to add my displacement map to give the mesh height if we are using two different materials textures. This can be done easily in UE4 with tess but in unreal 5?

    • @PeytonVarney
      @PeytonVarney  Před rokem

      Still trying to figure out the best way of accomplishing that. UE4 made it much easier but yea with the new displacement methods in the modeling toolkit, it can be a little bit more complicated

    • @sundramn2962
      @sundramn2962 Před rokem

      @@PeytonVarney true. The only method I could think of is remeshing the model to high poly then displace using modeling tool in UE5 which seems to be a longer way but even then. The displacement doesn't turns out as good as UE4.

  • @amirulmukmin4965
    @amirulmukmin4965 Před rokem +1

    is it possible to paint vertex on the auto material landscape
    ?

    • @PeytonVarney
      @PeytonVarney  Před rokem

      What do you mean by the auto material landscape? My more recent video going over landscape tools and materials might cover what you are looking for

  • @itsdumptruck
    @itsdumptruck Před rokem

    So I am using Quixel Bridge and the materials I want to use don't seem to have a height map on them, is there something I am missing here?

    • @snookofficial7211
      @snookofficial7211 Před rokem

      I suppose you could use one of the other textures like the base colour and use a channel from that to use for the alpha channel, it wouldn't be perfect height data but it could give you some detail to work with.. i.e. if it was a red brick texture, the red channel from the bricks would be a good channel to use for height data.

  • @raptorzx442
    @raptorzx442 Před 9 měsíci +1

    can you do this on landscape?

    • @PeytonVarney
      @PeytonVarney  Před 9 měsíci

      yes you can. I setup a video that you can follow along with here: czcams.com/video/OqUk9JJiyTo/video.html

  • @raresnastasa960
    @raresnastasa960 Před rokem +1

    is there a way to set this up with multiple textures? lets say 4 instead of 2

    • @PeytonVarney
      @PeytonVarney  Před rokem

      Yes, you would just have the additional 2 textures coming in through the green and blue channels since we used the red one for this first texture blend

  • @amerboss99
    @amerboss99 Před měsícem

    would it work with tire tracks?

    • @PeytonVarney
      @PeytonVarney  Před 28 dny

      Yes, this is one way you could do tire tracks. You might not have a ton of control with them though. I might suggest using this to get the dirt placed where you want the road or path and then maybe using decals with normals to get the actual track shapes and all in there!

  • @knl654
    @knl654 Před měsícem

    ue5 keeps crashing the moment i connect two normal maps in height lerp node, happened 5 times already.

  • @ascentslight_games
    @ascentslight_games Před 10 měsíci

    But, if my model is just a cube (so have vertex only on corner), i can't paint ?

    • @PeytonVarney
      @PeytonVarney  Před 9 měsíci +1

      Yea that would be too simplified of a model for vertex painting. Being that the painting works better with more vertices, then having more verts on our model is whats going to be best to have this feature!

    • @ascentslight_games
      @ascentslight_games Před 9 měsíci

      @@PeytonVarney Thanks for reply !

  • @alexissanchez5072
    @alexissanchez5072 Před 2 lety

    Does Vertex Paint works with Nanite meshes?

    • @adamplechaty
      @adamplechaty Před rokem +2

      just tried that and they dont, unless Iam doing something wrong, which is quite possible .)

  • @yapanwolf
    @yapanwolf Před rokem +1

    what if U have to blend more than 3 textures?

    • @PeytonVarney
      @PeytonVarney  Před 11 měsíci

      i generally try to avoid that in general just because of the overall shader cost that you would get from it. if you use the different channels then you are technically having 4 textures by default. If needed more than that its probably possible to actually split them up instead of having them all in one shader

  • @timothybladel5828
    @timothybladel5828 Před 10 měsíci

    Love this but it is impossible for a new user to have any clue what nodes you are placing if you do not name them correcly. You called a constant3vector a basic color, and that made zero sense to me. Luckily I have been using HOudini and just derived what it had to be. But it can be confusing for a new user.

  • @JuyongJeon
    @JuyongJeon Před rokem +1

    But no displacement right? :(

    • @Cha4k
      @Cha4k Před rokem

      You can displace it, But you cant tesselate the mesh anymore since Epic removed that functionality.

  • @Cha4k
    @Cha4k Před rokem

    Seems to be broken again on blueprint objects in UE5, Bummer.

  • @smitteree
    @smitteree Před rokem +1

    What is this magic spaghetti... damn bro...trying to follow, but actually getting confused with all the wires..
    I appreciate the tutorial and all, but a little bit more organizing and maybe commenting is so much easier and pleasurable to watch