How To Create & Use Your First Vertex Paint Material in UE5

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  • čas přidán 19. 06. 2024
  • 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
  • Věda a technologie

Komentáře • 51

  • @nickzucc
    @nickzucc Před 3 měsíci

    Super clear and well laid out material! Thanks for the efforts!

  • @minimoves7069
    @minimoves7069 Před 6 měsíci

    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!!

  • @deepakpandey836
    @deepakpandey836 Před rokem

    Really Helpful -Thanks

  • @michaelbraybrook9665
    @michaelbraybrook9665 Před rokem

    thanks for this tutorial!

  • @fearthesmeag
    @fearthesmeag Před 2 lety +2

    Excellent tutorial, and very engaging - thanks bro

    • @Braytonks3D
      @Braytonks3D  Před 2 lety

      Thanks for the comment, glad you found it helpful and cohesive :)

  • @wirrexx
    @wirrexx Před 2 lety +2

    thank you for this Bray! Appreciate it!

    • @Braytonks3D
      @Braytonks3D  Před 2 lety

      Thanks for watching, Wisam! Happy you found it useful :)

  • @akrommt6796
    @akrommt6796 Před rokem

    thank youuuuu! keep it up!

  • @markcarier
    @markcarier Před 9 měsíci

    Thank you so much for this tutorial. I will surely use it for good and not evil.

    • @Braytonks3D
      @Braytonks3D  Před 8 měsíci +1

      Well, I wasnt worried until you said that xD

  • @timbrazh8512
    @timbrazh8512 Před 7 měsíci

    Mega tutorial!

  • @hellboyhunts80
    @hellboyhunts80 Před 2 měsíci

    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

  • @camos79
    @camos79 Před rokem +1

    nice one mate, thanks heaps

  • @hassanabuidrees9774
    @hassanabuidrees9774 Před 4 měsíci

    Thanks

  • @missoux1064
    @missoux1064 Před rokem

    very helpfull thanks !

  • @Torey3D
    @Torey3D Před 7 měsíci +1

    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
      @Braytonks3D  Před 7 měsíci

      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!

  • @everInfinity
    @everInfinity Před rokem +1

    It works with nanite meshes?? Thanks for the video! ^^

  • @avisingh5194
    @avisingh5194 Před 5 měsíci +1

    am your 1k subscriber. thk for this tut

    • @Braytonks3D
      @Braytonks3D  Před 5 měsíci +1

      Whoo! Thank you, number 1000 :) glad you like the tutorial

  • @Inspilligence
    @Inspilligence Před rokem

    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
      @Braytonks3D  Před rokem +1

      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
      @Inspilligence Před rokem

      @@Braytonks3D Okay, this will help a lot, Thankyou so much :)

  • @user-ri4kr8zs6c
    @user-ri4kr8zs6c Před 10 měsíci

    Thanks a lot

  • @clintondickey9710
    @clintondickey9710 Před 2 lety +1

    I’d love to see a wall with darkening and lightening as a spotlight hits it in a dark alley

  • @TheArtrobi
    @TheArtrobi Před 5 měsíci

    does this work with nanite objects?

  • @yearight1205
    @yearight1205 Před 5 měsíci

    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
      @Joe-es3jg Před 4 měsíci

      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 😔

  • @ZorgyTV
    @ZorgyTV Před rokem

    How can I save the model with painted vertex colors? To place already painted model in other level...

  • @adamplechaty
    @adamplechaty Před 2 lety

    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
      @Braytonks3D  Před 2 lety +2

      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

  • @thomasaurand4196
    @thomasaurand4196 Před 7 měsíci

    thank you good sir for saving my student ass from unemployement

  • @peterrandall6761
    @peterrandall6761 Před rokem

    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
      @Braytonks3D  Před rokem

      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
      @peterrandall6761 Před rokem

      @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
      @Braytonks3D  Před rokem

      @@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)

  • @Braytonks3D
    @Braytonks3D  Před 2 lety +1

    What should we tackle next in Unreal Engine?

    • @neutral_99
      @neutral_99 Před 2 lety +2

      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
      @mrxcs Před 7 měsíci

      Textures that changes based in its position in the world.

  • @res0lve
    @res0lve Před rokem +1

    does this work on nanite meshes

    • @Braytonks3D
      @Braytonks3D  Před rokem

      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

  • @kasimirhaapala9067
    @kasimirhaapala9067 Před 9 měsíci

    5:33 you never showed the non-height lerp setting?

    • @Braytonks3D
      @Braytonks3D  Před 9 měsíci

      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

  • @TheArtrobi
    @TheArtrobi Před 5 měsíci

    deso this work with nantie?

    • @DMZGCR
      @DMZGCR Před 4 měsíci

      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 .

  • @beardpocalypse
    @beardpocalypse Před 2 lety +1

  • @tomahawk1495
    @tomahawk1495 Před měsícem

    My entire scene just got turned green and vertex painting isn't working, bit lost