I'm overwhelmed with just how many features Quixel Bridge gives you out of the box. I just switched over from UE4 and this just blows me away. The fact I don't have to make any material functions or masters (plus awesome mega scans) just feels like cheating. Thankyou so much for getting me up to speed!
Current Material Blending setup doesn't support more than 3 material instances. this error happening while creating blending material in 5.2, is there any way to fix it ?
I don't know if there is a way to fix this but as a workaround you can make a blend material selecting only 1 material and then change the texture in the material instance you created. that's how it worked for me.
@@igoryannick1 in 5.4 when I only have 2 materials selected it still gives me this error. So you have to select one material. which just feels stupid that this bug is still here after a year.
I can't seem to get this to work in 5.4. I get the error message: "Current Material Blending setup doesn't support more than 3 material instances" even though I only have 3 MI's selected. Any idea what I might be doing wrong?
Fantastic Tutorial! I appreciate that you do not just go through the tutorial but also give a lot of "Side-Explanations"! And that's very helpful and makes the difference to other Creators! Thank you! Could I use this BlendMaterial as Auto-Landscape-Material as well? Because for a Auto-Material I can only add 2 Materials ....
Thank you and yes! You can use blend materials as landscape materials in Unreal Engine. Blend materials are particularly useful for creating complex, detailed landscapes by combining different textures and materials based on various factors like height, slope, or masks. To do that simpls select your landscape in the editor. • Open the Landscape Paint mode. • Add the same layers you defined in your material to the landscape’s layer list. • Apply the blend material to your landscape. • Use the Landscape Paint tools to paint different layers onto the landscape, blending them as needed. Hope this helps :)
This part really confuses me. Because we use these materials on landscapes as well but all the tutorials display this on a mesh from modeling window. I still don't know how to apply this in landscape painting :-l
im having trouble with creating the mesh blend. It says that my current setup doesnt support more that 3 materials but I only selected 3. im a little confused
it is not you, it is a bug - and a bad one for new users. There is a work around, it is annoying but it works. You have to select 1 material and create it then populate the texture maps in the mid and top and scatter layers I will make a tutorial on this to help other users.
Hi Great Tutorial. Very clear! Thank you. I am having one problem and of course im on a deadline. for some reason when I make a blend with on channel being a metal when I go to paint it does not come out metallic it look like plastic. Ive tried bronze, copper and gold and all the same. Is metal not supported? I would appreciate any help. cheers
Hello SARKAMARI, Im new to UE, I wanted to know if its possible to control UVs for animation like you can in blender. In blender you can control UVs using the UV project mod. Is their a way to get a similar thing in UE?
@@magnuserror9305 I think Reza mean UV mapping an object and I think you mean material UV manipulation such as panning, warping, flowmap and other effect as you've mentioned the UV project mod for animation, I assume you are using it to manipulate the UV in real-time to create an animation? You can definitely translate the same fundamental into UE5 from Blender Graph in terms of UV manipulation. Here are 3 node for UE (Panner, WorldspaceAlign, Rotator) that can achieve a similar result together like panning a UV project mod in world space. I'm not sure if this is what you meant but I thought I should just put it out here just in case. In terms of the UV tool from the modelling editor it is good for stochastic sampled look and that's about it nothing else is really useful besides that.
but the surface looks flat, and this will not work with re mesher (the one you explained before about displacement maps) right? is there a way to blend descplacements too?
But what to do if you need more than 3 materials blended? Also is it possible to map blend via mask? I am trying to export terrain from gaea and I think it would be cool to place photoscanned materials on to vegetation maps from gaea for example
It's actually not too difficult to do the same thing manually and add as many layers as you want. With quixel your material is ready in no time. The downside is limitation
Hi and thanks. Do you know how to blend Polyester (plastic) material from Quixel with imperfections? Solets some Plastic material from Quixel with some (Dirt) from Imperfections? Haven't seen much info on this? I know imperfections are textures and not materials, but how would you combine them?
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.
Creating BlendMaterial is quite obscure ang embarassing in UE 😅 It doesn't work well with VT, I had to disable virtual textures on import and reimported my Megascans materials without VT to get it to work
This is one of the best tutorial i have seen. Thank you so much
I'm overwhelmed with just how many features Quixel Bridge gives you out of the box. I just switched over from UE4 and this just blows me away. The fact I don't have to make any material functions or masters (plus awesome mega scans) just feels like cheating. Thankyou so much for getting me up to speed!
Current Material Blending setup doesn't support more than 3 material instances. this error happening while creating blending material in 5.2, is there any way to fix it ?
I don't know if there is a way to fix this but as a workaround you can make a blend material selecting only 1 material and then change the texture in the material instance you created. that's how it worked for me.
This works! Thanks @@igoryannick1
@@igoryannick1 in 5.4 when I only have 2 materials selected it still gives me this error. So you have to select one material. which just feels stupid that this bug is still here after a year.
The puddles and different types of layer textures will look much better with displacement and tessellation enabled also. Specially puddles :D
I can't seem to get this to work in 5.4. I get the error message: "Current Material Blending setup doesn't support more than 3 material instances" even though I only have 3 MI's selected. Any idea what I might be doing wrong?
very well explained. Cheers
Amazing tutorial! Thank you so much!
☺️ you’re welcome
Fantastic Tutorial! I appreciate that you do not just go through the tutorial but also give a lot of "Side-Explanations"! And that's very helpful and makes the difference to other Creators! Thank you!
Could I use this BlendMaterial as Auto-Landscape-Material as well? Because for a Auto-Material I can only add 2 Materials ....
Thank you and yes!
You can use blend materials as landscape materials in Unreal Engine. Blend materials are particularly useful for creating complex, detailed landscapes by combining different textures and materials based on various factors like height, slope, or masks.
To do that simpls select your landscape in the editor.
• Open the Landscape Paint mode.
• Add the same layers you defined in your material to the landscape’s layer list.
• Apply the blend material to your landscape.
• Use the Landscape Paint tools to paint different layers onto the landscape, blending them as needed.
Hope this helps :)
thank u really usefull episode
Thank you mate
🙏🏼
thanks for this useful tutorial, appreciated! :)
Pleased you found the tut useful
realy fantastic
Very nice tutorial, thank you very much 👌
Great to hear, Dario🙏🏼
For anyone having issues with Mesh Painting not working, make sure to disable "Build Nanite" when importing your mesh in UE.
Hello sir thank for detailing tutorials,
you are fantastic!!
دمت گرم رضا عالی
Thanks a lot...
Is there a way to add displacement to all the layers?
This part really confuses me.
Because we use these materials on landscapes as well but all the tutorials display this on a mesh from modeling window.
I still don't know how to apply this in landscape painting :-l
You are right. It can be confusing sometimes. I suggest practicing different scenarios and getting comfortable with them.
yea agreed. This method does not work on landscapes :/
im having trouble with creating the mesh blend. It says that my current setup doesnt support more that 3 materials but I only selected 3. im a little confused
it is not you, it is a bug - and a bad one for new users. There is a work around, it is annoying but it works. You have to select 1 material and create it then populate the texture maps in the mid and top and scatter layers
I will make a tutorial on this to help other users.
Excelent
Hi Great Tutorial. Very clear! Thank you.
I am having one problem and of course im on a deadline. for some reason when I make a blend with on channel being a metal when I go to paint it does not come out metallic it look like plastic. Ive tried bronze, copper and gold and all the same. Is metal not supported? I would appreciate any help. cheers
Thanks a lot mannnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn
Hello SARKAMARI, Im new to UE, I wanted to know if its possible to control UVs for animation like you can in blender. In blender you can control UVs using the UV project mod. Is their a way to get a similar thing in UE?
I'd definitely use blender for any UV related tasks. Uvs in UE are very much work in progress
@@sarkamari Thanks, ill record the textures as an animation than send them to UE.
@@magnuserror9305 I think Reza mean UV mapping an object and I think you mean material UV manipulation such as panning, warping, flowmap and other effect as you've mentioned the UV project mod for animation, I assume you are using it to manipulate the UV in real-time to create an animation? You can definitely translate the same fundamental into UE5 from Blender Graph in terms of UV manipulation. Here are 3 node for UE (Panner, WorldspaceAlign, Rotator) that can achieve a similar result together like panning a UV project mod in world space. I'm not sure if this is what you meant but I thought I should just put it out here just in case. In terms of the UV tool from the modelling editor it is good for stochastic sampled look and that's about it nothing else is really useful besides that.
@@boxtodragon Your correct, Ill look into it, thank you.
but the surface looks flat, and this will not work with re mesher (the one you explained before about displacement maps) right? is there a way to blend descplacements too?
Got a Quick question can i add as many matherals from bridge like stone grass forest +12 more
The limitation is 3 for now. However, you can reverse engineer the blend instance material and add as many as you want
But what to do if you need more than 3 materials blended? Also is it possible to map blend via mask? I am trying to export terrain from gaea and I think it would be cool to place photoscanned materials on to vegetation maps from gaea for example
It's actually not too difficult to do the same thing manually and add as many layers as you want. With quixel your material is ready in no time. The downside is limitation
How can I apply this to landscapes?
Watch my landscape tutorial. You can build your master material and feed that to your landscape
Hi and thanks. Do you know how to blend Polyester (plastic) material from Quixel with imperfections? Solets some Plastic material from Quixel with some (Dirt) from Imperfections? Haven't seen much info on this? I know imperfections are textures and not materials, but how would you combine them?
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.
Current Material Blending setup doesn't support more than 3 material instances.
Creating BlendMaterial is quite obscure ang embarassing in UE 😅 It doesn't work well with VT, I had to disable virtual textures on import and reimported my Megascans materials without VT to get it to work
Out dated video that doesnt work anymore.
You have a point. I will make a new one once fab is fully operational