Intro to Vertex Colour [Unreal Engine]

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  • čas přidán 13. 10. 2022
  • The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/prismaticadev10222
    Today we're having a look at Vertex Colour, also known at Vertex Paint or Mesh Paint in the context of Unreal Engine and Blender. Vertex colour is extremely useful for blending between different material effects and creating variety in your environment art. Take your 3D scenes to AAA standards with Vertex Colour!
    ------------------------------
    Patreon: / prismaticadev
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    Discord: / discord
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    ------------------------------
    Computer Specs:
    Ryzen 3900x 12-core CPU
    MSI Geforce RTX 2080 Super
    64GB Corsair RAM
    One of those fancy nvme m.2 SSD's
    Programs of choice:
    Unreal Engine 4 - (Game Dev)
    Blender 2.8 - (Animation and Modelling)
    OBS - (Video/screen capture)
    Davinci Resolve - (Video editing)
    Adobe Photoshop - (Graphics and Texturing)
    Quixel Mixer - (Texturing)
    ProTools 11 - (Compositions and mixing)
    OldSchool Runescape - (Chillax time)
    Filmed using:
    Sony A7s2 body
    Sony 24-70mm f/2.8 GM lens
    Yonguo YN360 LED's for colour
    Yongnuo YN760 chip LED w/ Godox softbox for key
    My lovely cats names are Boycat, Girlcat and Ladycat :)

Komentáře • 80

  • @PrismaticaDev
    @PrismaticaDev  Před rokem +6

    The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/prismaticadev09221

  • @wrstldev742
    @wrstldev742 Před rokem +4

    2:15 There are also smooth and/or dirty vertex colors functions that can take care of that issue in the Paint menu at the top.

  • @leonardodorea3890
    @leonardodorea3890 Před rokem +4

    Been having some trouble trying to learn Unreal lately, but then I came into your videos and now I don't feel so lost 😊
    Great content! 🙏 congrats for your work

  • @paulkelsey2632
    @paulkelsey2632 Před rokem +2

    Awesome. The last tip about splitting the same channel is great.

  • @santiagogm5248
    @santiagogm5248 Před rokem +1

    Woah, great video mate!

  • @duceraw2604
    @duceraw2604 Před rokem +7

    I absolutely love your channel! I mention what I want to create for my first indie game and friends of mine that are gamers always look at me like that's quite ambitious lol but to see you implement what you've learned and share the knowledge is truly motivation! you're a great asset to this community!! I'm more confident than ever to work on my game, because of the strides you've made developing yours, if that makes any sense.. keep up the great work!!

  • @alisodikin623
    @alisodikin623 Před rokem +1

    I've been looking for this for a very long time!

  • @Froschritter
    @Froschritter Před 5 měsíci +1

    If you mesh is all white instead of showing the vertex colors try this out: When importing the mesh into Unreal you will find a "Vertex Color Import Option" it is under the Advanced taps of the Mesh options. There select "Replace" instead of "Ignore".

  • @ryanyates7145
    @ryanyates7145 Před rokem

    Glad you are doing more videos again

  • @crimson7846
    @crimson7846 Před rokem +1

    Damn its been so long since i've been working on game dev stuff that i've missed all these videos from charlie xD i need to binge

  • @kennatsu7699
    @kennatsu7699 Před rokem

    Love you and your tutorials!

  • @DylonDylonDylon
    @DylonDylonDylon Před rokem +1

    Yay! New vid!

  • @chancemcclendon3906
    @chancemcclendon3906 Před rokem

    such an undersated channel. Love your content

  • @kiddba9716
    @kiddba9716 Před rokem

    Nice tutorial and great talking style!

  • @t3hpwninat0r
    @t3hpwninat0r Před rokem

    Beautiful!

  • @Mdogg2005
    @Mdogg2005 Před rokem +13

    Another amazing video. By the way, what is the background you have inside your blueprint editor window? That's awesome!

    • @PrismaticaDev
      @PrismaticaDev  Před rokem +2

      It’s just an editor setting - it’s a material! :)

    • @Mdogg2005
      @Mdogg2005 Před rokem +1

      @@PrismaticaDev Awesome! Yeah I actually looked into it a bit, that's so cool. Definitely going to play around with that and try to find one I like. Thanks!

    • @NayuFX
      @NayuFX Před rokem

      @@PrismaticaDev where is that setting? I need that :D

  • @C1aranT
    @C1aranT Před rokem

    Legend as always

  • @RwanLink
    @RwanLink Před rokem +1

    Can you make it like each 0.1 number from 0 to 1 on a channel is a seperate texture or effect? If so you could have a lot of options available per channel.

    • @PrismaticaDev
      @PrismaticaDev  Před rokem +1

      Kind of - if the vertex edges are hard, then you could do masking like that, although if you needed a gradient the effect would fall apart since going from 0 -> 1 would go through all of the layers. For that kind of effect I'd recommend using UV's instead, which I have a video about (search "reduce draw calls")

  • @MIKELENZTIPS
    @MIKELENZTIPS Před rokem +1

    Hey Charles - really been enjoying your videos which I've been binging on - May I ask would you make your leaves grow (deform scale) using the vertex colour data at varying speeds on a per instance level?? Asking for a friend x

  • @compadrelucas
    @compadrelucas Před rokem +1

    this is pretty damn powerful

  • @yinhoyu2003
    @yinhoyu2003 Před rokem +1

    Thanks man, the 3 materials setup with 1 vertex channel has been solved

    • @yinhoyu2003
      @yinhoyu2003 Před rokem

      Though one thing eludes me is, saturate node is 0-1, but how does it work with - 1 , so in ur vid, vertex colour red minus 0.5 and then x 2 and x - 2, then add saturate node, so end result would of been - 1 and 1 but when u use saturate I'm just lost on how it works with negative values

  • @amura_
    @amura_ Před rokem

    best of the best always

  • @user-cx6oq9pn7m
    @user-cx6oq9pn7m Před rokem

    Thank you

  • @TorQueMoD
    @TorQueMoD Před rokem +1

    I love how you tried to get your cat to sit and stay and then it just politely told you to Eff off :P Clearly you've had a dog before and expected the same result :P

    • @PrismaticaDev
      @PrismaticaDev  Před rokem

      Hahaha I’ve lived with every animal under the sun. They all understand eventually :P

  • @Dmitry2184
    @Dmitry2184 Před rokem +1

    Btw I was wondering what is the ue’s texture projection thing? Is it like a type of decal or something else?

  • @marcogalli4562
    @marcogalli4562 Před 5 měsíci +1

    14:25 it is what i keep repeating myself when i see the shish that i make

  • @shannenmr
    @shannenmr Před rokem +1

    Thoughts on using RVT on a plane instead of decals to remove draw call issue and get some cool additional material features ?
    See Runtime Virtual Texture vs Decals videos on YT

  • @rosah9079
    @rosah9079 Před rokem

    U BEST!!!

  • @SketchyGameDev
    @SketchyGameDev Před 11 měsíci

    Welp I’ve got what I needed 4:21
    I’ll drop a like for making it quick 😂 I can’t even count the tutorials that describe what they’re about to do, as if there wasn’t a title

  • @START-IA.
    @START-IA. Před rokem

    works gj

  • @mats_3D
    @mats_3D Před rokem

    hi thx for the tutorial, question how add displacement texture from the mix texture? for this method?

  • @andyblue6818
    @andyblue6818 Před rokem +1

    nice

  • @andr101
    @andr101 Před 7 měsíci +2

    What is the float precision of vertex colors in the material editor? I notice that after the second decimal place they change from the colors on the original mesh. This leads me to think that they are only half-precision. Could it be? My goal is to read vertex colors in the Material Editor with at least 6 decimal places fidelity (single precision) to the vertex colors on the original fbx.

    • @PrismaticaDev
      @PrismaticaDev  Před 7 měsíci +1

      Yeah I'm pretty sure they're half floats. If you need full precision, UV channels are your friend. However, that only works if you don't need per-mesh painting

    • @andr101
      @andr101 Před 7 měsíci

      @@PrismaticaDev Thanks! Using UVs is what I'm exploring right now. Regarding Vertex Colors, as I understand they are stored as 8-bit integers and converted to float for editor use, thus losing precision during the float-int-float route... Cheers!

  • @taran2622
    @taran2622 Před rokem

    how would you tackle lod popin? Vertex colors look great but the lods are changed. It's really noticeable.

  • @Rossilaz58
    @Rossilaz58 Před rokem

    Contractural obligations are the best form of motivation.
    Jokes aside, great video! gave me some new insight

  • @AlexTsekot
    @AlexTsekot Před rokem

    Hey Charles, would you have any tips on how to use vertex colors as a material mask using a layered material? For example I would model a car seat and break up the mesh with seams and assign different vert colors to the different parts, would I be able to mask out each of those parts using the assigned colors? How would I go about doing that? Edit : I essentially would want to 'flood' each part of the mesh with a solid color and use that solid color as a mask in UE.

    • @PrismaticaDev
      @PrismaticaDev  Před rokem

      Good question! You could use vert colours, however I would suggest using my UV-masking method in this video czcams.com/video/ncwW5KNQ1Eg/video.html

  • @javisartdesign
    @javisartdesign Před rokem

    A Master Class about Vertex Color. Awesome

  • @adedejiabiodun8343
    @adedejiabiodun8343 Před rokem

    Kindly explain how you did the *FUNCKY STUFF* at 6:33 of the video

  • @ShiroiAkumaSama
    @ShiroiAkumaSama Před rokem

    Commenting for the algorithm!

  • @ZorgyTV
    @ZorgyTV Před rokem

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

  • @gabriel3888
    @gabriel3888 Před 10 měsíci +1

    we said where did ya come from cotton eye'd joe at the same time lmao

  • @papermartin879
    @papermartin879 Před rokem

    hey, how'd you get that fancy animated background in the material editor?

    • @MrFabutan
      @MrFabutan Před rokem

      Yeah I've got to know this as well!

  • @mrzero2089
    @mrzero2089 Před rokem

    the name of the video should be the power of Vertex colour

  • @RmaNYouTube
    @RmaNYouTube Před rokem +1

    wait, how did you put an animating picture behind your material editor node graph?! 🤨😮🤩😀😍

    • @PrismaticaDev
      @PrismaticaDev  Před rokem

      Search "background" in your Editor Preferences

  • @zachchio413
    @zachchio413 Před rokem

    Good day sir. How did you save your file (material editor) in a couple of seconds ( 15:38 )? It took me 8-10 seconds to save my material editor just by checking "2 side material" and save. Thank you
    my unit is RTX 3050, 32g ram, AMD Ryzen 7 5800.

    • @PrismaticaDev
      @PrismaticaDev  Před rokem +1

      It's just because it's a very small shader - my character shader takes years to save sometimes haha. My specs are similar to yours, so it just varies shader by shader
      Now that I think about it, are you using Static Lighting? If you disable it in your Project settings, you won't need to compile shaders for that lighting mode (makes it 33% - 50% faster,) also if you aren't using the shader on Skeletal or Cloth meshes, changing the "used by" tickboxes can save some time

    • @zachchio413
      @zachchio413 Před rokem

      ​@@PrismaticaDev Thank you so much! By the way, I have just noticed why some of my objects turn black in real-time ( I'm using a lumen). But when I turn on my path tracing, it goes back to normal.

  • @sonic55193
    @sonic55193 Před 5 měsíci +1

    I wanted to understand why use height map in the B channel for the alphas of the lerp. Also why use only one height map and not two since there are two texture, can it be any height map, which height map should I choose between the two textures you're lerping?

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci +1

      Hello! The reason my height channel come from B is because I pack my Normals in to the RG, and then use the B and A for greyscale colour masks/height data. My game project doesn't use colour textures or roughness/specular/metallic maps so I decided to pack everything in to 1 texture to save a bunch of performance and memory.
      As for using 2 height maps, you totally can! There's a function called "HeightLerp with 2 heightmaps" or something that can do that. I think it works by just adding them together and dividing them by 2 (the average of the heightmaps)

    • @sonic55193
      @sonic55193 Před 5 měsíci

      @@PrismaticaDev Thank you for the swift reply. I'm kinda new to this and have no idea how to get heightmaps. Currently using Quixel Mixer at the moment. So far I don't see any height maps on the export options only displacement. Is there a way to get heightmaps from quixel mixer or bridge?
      Is there anywhere I can generate heightmaps without drawing them myself or maybe pack multiple maps in different channels like you did.
      Thank you again for the help.

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci +1

      Displacement is another name for Height, so that should work fine! :)

    • @sonic55193
      @sonic55193 Před 5 měsíci +1

      @@PrismaticaDev Thank you, that pretty much solves my problem. More power to you man. Looking forward with your game.

  • @red4666
    @red4666 Před rokem

    is it possible to have multiple paintable (in unreal) vertex color sets? i know in the Last Of Us Part 1 remake they have 2 vertex color sets and i was just wondering if that's something we can replicate in unreal.

    • @PrismaticaDev
      @PrismaticaDev  Před rokem

      I'm not exactly sure - I'm sure it's possible but you wouldn't be able to access them both at the same time. Definitely something I'm interested in though!

  • @Iobsterpeterson
    @Iobsterpeterson Před 4 měsíci

    How would you go about overlaying the vertex colours as lighting without it being affected by the colour parameters?

    • @PrismaticaDev
      @PrismaticaDev  Před 4 měsíci

      Hey there - I’m not 100% sure I understand. Do you want to use vertex colour as lighting data, eg. Nintendo 64 games.
      If so, you can use some of the included material functions like ‘blend overlay’ and plug the vertex RGB into there

    • @Iobsterpeterson
      @Iobsterpeterson Před 4 měsíci +1

      @@PrismaticaDev Hello, thank you for getting back to me. 😀
      Yes, but without being affected by the colour parameters. Using blend_overlay alters the colours of the vertex shading. In my case, I have an item that sines between dark orange and light orange, and I want to overlay the blue vertex lighting data on top of the item without turning it brown. I have tried using the verted colours as a mask, to no avail. Hopefully that makes a little more sense.

    • @PrismaticaDev
      @PrismaticaDev  Před 4 měsíci +1

      @@Iobsterpeterson Ah I think I get you. It sounds like you'll want to use a Lerp, however I'm not sure what would look best to use as the Alpha. Maybe the Length of the R G and B, then saturated/clamped?

  • @CosmicComputer
    @CosmicComputer Před rokem

    So how does vertex color work with nanite? If I have millions of tris on a model can I get pretty detailed vertex color as well? Anyone tested this? Because I really enjoy painting in zbrush just for the feel of it, it’d be nice if that transfers well with nanite.

    • @hotdogman445Reximus
      @hotdogman445Reximus Před rokem +1

      You can import meshes with vertex colors and they will work with nanite, but afaik you can't paint them inside unreal.

    • @CosmicComputer
      @CosmicComputer Před rokem

      @@hotdogman445Reximus right, i was just wondering if you could get highly detailed vertex paint since nanite allows for very polygon dense meshes so therefore higher vert pain resolutions

  • @sexyquadz7537
    @sexyquadz7537 Před 7 měsíci +1

    hello, i have been trying to find out a solution on how to use vertex paint from blender to help guide material placement onto a model, let me say it is a window, it has a wooden frame, a metal frame and glass... i have seperated all these material elements by vertex color in blender, all i want is to bring it to unreal engine, be able to setup material instances of glass, wood and metal so as i can plug them into a master material that identifies the vertex paint in a mesh, separates each vertex color on its own and i can apply individual material instances per vertex paint group... i have looked everywhere and everyone is howing how to blend two textures with vertex paint... i want to be able to apply specific material instances on various vertex paint sections of the model and can utilize it on other models... please

    • @PrismaticaDev
      @PrismaticaDev  Před 7 měsíci

      Hey there! I'd recommend checking out my "Switch Node" video, and then the "Reducing Draw Calls" video which should explain just what you're after :) In my example, I use a secondary UV channel to determine the masks (wood, glass, brick etc etc) but you could also do it using 1 vertex colour channel by painting the greyscale certain amounts

  • @yetirenders
    @yetirenders Před 7 měsíci +1

    So I guess there's no way to do this on nanite yet?

    • @PrismaticaDev
      @PrismaticaDev  Před 7 měsíci +1

      Not yet, but I know they're working on it. You can still use "default" vertex colour (aka pre-painted in Blender) but you can't change it per-mesh in the editor. Now sure what's taking them so long haha

    • @yetirenders
      @yetirenders Před 7 měsíci

      Ah ok, hopefully it comes out soon. Great tutorial regardless, the osrs music is a nice touch @@PrismaticaDev

  • @patriciafaithgregorio8144

    god bless u xdd

  • @SageX85
    @SageX85 Před rokem

    Vertex Colors as Masks, how original......ZZZzZZzzzzZZZzzzz