Substrate Mastery: Moss in Unreal Engine 5.2
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- Опубліковано 4 лип 2024
- Custom Textures for you!! drive.google.com/drive/folder...
Welcome to the latest tutorial where we dive into the vibrant, textured world of moss creation using Substrate in Unreal Engine 5.2. This tutorial is perfect for artists looking to bring an extra layer of realism to their 3D environments. 🌿
Throughout this guide, we'll transform simple textures into a lifelike moss carpet, showcasing the immense power of Unreal Engine's new material system, Substrate. Regardless of whether you're a seasoned pro or a 3D design newcomer, this tutorial will equip you with the skills to bring your digital landscapes to life.
Key Learnings:
Understanding Substrate materials in Unreal Engine 5.2
Step-by-step process for creating realistic moss materials
Tips and tricks for adding realistic detail to your 3D environments
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#UnrealEngine #SubstrateMaterials #3Ddesign #MossCreation #3dtutorial
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TIMESTAMPS
00:00 Intro
00:25 Overview
00:48 Demonstration
01:28 Begin Creating Materials / Import Textures
01:55 Texture Explanation
02:19 Fuzz Mask
03:22 Texture Sample Parameters
04:03 Parameter Creations
05:28 Material 1 Test
06:35 Material 2 & Blending
07:00 Blending Setup
08:29 Final Material and Setup
10:00 Bonus Content - Moss Material Function & Painting
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wow awesome!
my man at it again! sick work man
Thanks man, just trying to keep up!
Awesome 🎉 thanks
Anytime!
These are great man, thanks for sharing!
Absolutey, glad you enjoyed it!
@@KingdomCrafter❤❤99990❤
UE 5.2 is awesome 😍 thanks for the tutorials @kingdom crafter
Absolutely, thanks for checking it out!
👍👍
Great tutorial, two questions if you dont mind. Does this vertex painting moss work with nanite meshes? Also how would one setup world scale so the textures tile when mesh is scaled?
Much appreciated, and yeah great question. As far as I know vertex painting still isn't fully supported on Nanite meshes. However you can use vertex colors, and setup shaders to use those instead. And for world space, you can set this up using a WorldAlignedTexture function.
Hello! I know i am quite late to the comments on this video, however i was wondering if there is a way to get this moss to spread across an object/multiple objects over time?
You can achieve this with either setting up a vector for the blend of your moss and having a slider that eventually covers the whole thing, and for spreading overtime this could be setup in a blueprint/ sequencer.
Just what I needed, thanks!
Awesome, glad to hear it! Anytime!
You are a good teacher, thank you for sharing.
That's much appreciated, glad I could add some value :)
Love this tutorial but can't figure out the vertex paint part...
What is the substrate horizontal blend connected into? I saw another comment about it but it looks like you guys resolved it over Discord.
Much appreciated! And yeah I believe this is the same question. It was just plugged into a StaticSwitchParameter so you could toggle the moss on or off. The moss was plugged into the foreground, the vertex color was the mix, and the previous part of the graph went into the background / into the false of the switch. The blend was plugged into true. Also, make sure the asset you are painting has Nanite turned off. It's not currently supported yet.
On the vertex paint part. How are you connection the Legacy Conversion to the Substrate Horizontal Blend then to the Front Material?
Since I made this from scratch there is no legacy conversion (usually only needed for previously existing materials), but if there was, you could use MakeMaterialAttribute, and then use a BreakMaterialAttributes, and setup what parameters you need.
I mean when adding the completed Material Function to M_MS_Default_Fuzz, you do have a Legacy Conversion. You have two connections coming off the MS material. One goes to Substrate Horizontal Blend Background. Where does the other one go. I am assuming you have to blend the second connection with the output of Horizontal Blend and then plug that into M_MS_Default_Fuzz Front Material?
@@danielelebash3781 Will share the answer on Discord :)
Hey @kingdomCrafter appreciate you efforts here but i was wondering how in substrate a glass material would be possible to make where you control the dispersion of light to make it colorful.
There's a few ways i'm imagining we could approach that. I'll put together something for it, and or reply with more detail here soon
i know im late here. but is there a way to use this on a landscape material? along side the other layers?
It's focused on props, but yeah the shader here can be used on landscape setups as well.
Amazing tutorial and very helpful to have access to the textures! Question, how would I go about changing the color of the material to...lets say pink or blue?
Glad you liked it! And there's a few ways, one of the common ways is to use a vector 3 (color), if you hold 3 and click it will make one. And multiply that with the base color. Now whatever you change that vector 3 color to, will impact the tint of the material. You can also multiply a value to the tint before you multiply it with the base color, to make the effect stronger.
@@KingdomCrafter Thank you!!! Its working! The thumbnail you used for this video looks amazing. Is that the same setup you have in this tutorial? Wondering if I can tweak the material I created using this tutorial to get it to look close to what you have in that thumbnail.
@@FeedingWolves Glad to hear it! And to get that look you'll also need to displace the geometry, and or create a custom mesh for it as well. The tutorial will get you there, except for having the specific mesh
is there a way of changing the moss color to like a red or yellow for like an alien planet? also is this compatible to be used as a landscape material? Thanks!!!
Hey yeah absolutely! Throwing either something like a tint multiplier, or hue shift can do that for you for the base color. And it's compatible for landscapes, I would just keep an eye on performance at the moment, there's a checkbox to simplify your shader a bit if you click on the material itself in the material editor.
exactly repeated everything. why does fuzz amount not work for me, I enter any values, nothing changes
Just to make sure, do you also have a texture or vector going into your Fuzz color? You can also DM me on Discord and I can take a look when I have time.
Did you use ai to generate a ball of moss and then overlay the unreal logo on top for your thumbnail?
That I did
first preview doest match the resalt/ clickbite
Is it possible to vertex paint with substrate blends?
Yeah for sure! The last chunk of the video briefly covers this idea. However, I'll also be making a video on multiple vertex color channel blending. 💯
@@KingdomCrafter Looking forward to it! I know Epic touched on layering with Transmittence-to-MFP but I'm really curious as to how we could use those layers in our RGB vertex painting channels.
your thumbnail has nothing to do with this content
thumbnail is kinda misleading, tbh.
👀 Well, I suppose I could see that. If you want the result in the thumbnail, just put a moss mesh on top of what we covered. Can be cards or geo