Megascans Plugin for Unreal Engine: Vertex Blend Material
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- Опубліковано 12 жов 2020
- In this video, Josh Powers shows you how to set-up and use the completely revamped Vertex Blend Material within the Megascans Unreal Plugin. You can leverage this material to add a tremendous amount of detail to your static objects with just a few clicks. So, be sure to download Bridge and take advantage of this free, and incredibly easy-to-use material!
Read more on the blog: bit.ly/33TLli3
Download Bridge here: bit.ly/2FdAaXL - Фільми й анімація
OH this is great gonna update some of my tutorials with this
I've watched a lot of tutorials from you, and I'm currently watching the realistic folliage tutorial that you made. Can't wait to the next tutorials.
@@lucascastro6930 hey glad you like them, I am certainly gonna make something cool with this update
yes please :>
I always watch your tutorials, they are very good. :-)
Just when you think you've reached the limits of this, there is something new that goes beyond the limit and makes me stare like a little kid in awe! Awesome Job!
Amazing update everyone! Big props to the integrations and marketing teams for making this happen
;)
I'm about to start a project and I'm not sure if I wanna go for UE4 or C4D Octane for my rendering. On one hand working with UE4 is way easier and basically everything is ready to go with zero setup. On the other hand I'm more experienced with C4D and I can control the overall look of the scene easier in Octane.
This convinced me, I'm going UE4. I was thinking about re-skinning all the fbx assets I have in mixer, but I can do it on the go in UE4.
I love you since you started your colab with Epic, you're doing something amazing for the gaming industry as a whole and you get next to no credit for it.
I am a Maya guy, but I think it is time to start using Unreal to layout all my shots from now on. So many powerful features! I'm really impressed. Great job!
This is absolutely fantastic in every way. From the features to the tutorial. Thank you Quixel and Epic!
This is so amazing, now it’s easier to create more realistic scenes in a very practical way
Bridge was already a great tool for directly texturing and editing materials inside unreal engine with wonderful editing options that comes with bridge; but you guys are also adding this new "vertex blend material" stuff on top of it... Well... Thank you, for being awesome :)
I am having a heck of a time trying to figure out the first step to getting this working with UE4. I am expert at so many facets of UE4 but this 3rd party stuff throws me for a loop. You say you did this MEGASCAN stuff INSIUDE UE4? I looked for a 'MEGASCANS Plugin and for a 'Vertex-Blend-Plugin' but no luck,. I can only find what they call an 'organizational' tool? (which is the last thing I need...) called 'BRIDGE'. BUT You seem to be using BRIDGE as a real TOOL instead of a Filing Cabinet AND *from within UE4???* I have tried for over a year to understand their weird way of interfacing with UE4,. I just don't get it,. Could you maybe give me an enlightening description and a few simple steps without all their flashy confusing marketing? Help me out and I'll send my almost 3,000 loyal subscribers your way!! (From my main channel: UA-cam.com/NextWorldVR )
@@WoodysAR After downloading Bridge Tool and installing it, at first run it will ask you to set; DCC/Engine, select Unreal Engine here. Under that it will ask you a folder where your downloaded library will be. This is not the actual plug-in, set a folder you want and then hit "save".
Now sign in with Epic account in Bridge Program which you've linked(on Quixel site) before. Download one of the materials. When it is completed, on right panel you will have another tab that's called "Export Settings". Click on that, select Export to: Unreal Engine,
Engine Version: to your latest installed version (it is 4.25 for me), and then on
Installation Folder: select where your engine's plugins are installed, which was in my case "C:\Program Files\Epic Games\UE_4.25\Engine\Plugins"
***IMPORTANT*** DO NOT set Program Files (x86) on that path, that will give you an error on exporting. If that happens, you should delete that and reinstall plugin into correct folder.
Actual plugin will then be installed. Leave "Project Location" empty since you will be running Bridge and Unreal Engine at the same time and as soon as you export, it will export the materials to your active(opened) project.
Now start your Unreal Engine version you've installed the plugin in; you should have "Megascan Link with Bridge" Tool on top. You can now hit export on Bridge Program, it will detect running Unreal Engine background and will install your new materials inside your content folder under "Megascan" name, have fun :)
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Edit: This was the original info i installed mine from:
help.quixel.com/hc/en-us/articles/360002127457-Installing-the-Megascans-Plugin-for-UE4-on-Windows
Might help you better than my explanation. Good luck mate.
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How Texturing Works:
Materials you exported from Bridge into Unreal Engine will have a "Material Instance" for each different material. By using customization options they added inside those material instances; you can change tiling, rotating tiling; customizing colors, changing constrass/brighness/saturation; changing roughness amounts; increasing/decreasing normal strengh etc.. You pretty much have everything to do your texturing inside Unreal for assets(most likely environment assets) where you can use tiling materials. For example for testing; i re-made the whole texturing inside Unreal for one of my marketplace asset pack by using those and decided to use this method for my personal project. I might only need to use Mixer to create textures for unique models (like character assets) to have some curvature maps etc. to give them more "unique" look.
Thank you soo much for this i just started to learn ue4 2 months ago and blend materials are difficult for me to set up. This is a really great addition.
8:14 that, that right there is brilliant!
👀👀👀
Quixel is outdoing itself with each update. I was (kinda still is) a Substance guy for my own assets; but for everything else, especially for outdoor scenes Quixel made it almost impossible to search for other options. Outstanding work you guys are doing. Can't wait to see what you'll come up with when UE5 is released for public...
fantastic new blend material controls. I used to use my own shaders with your maps plugged in but now I see no reason to. Vertex painting is easily one of my fav things to do its super relaxing and I look forward to playing with your new material as well as future updates from the quixel team. Keep crushing it guys can't wait to see more.
My god. I have been looking for this my whole life. Thank you Quixel.
This is beyond incredible, thank you so much guys for sharing this educational videos, such an MVP!
So realistic blend with height data. Awesome thank you
The recent development with the advanced texture mapping and raytracing make this engine... unreal
Roll credits
Y'all out here killing it with awesomeness. 😳
Super useful, easy to use. Amazing work as always!
I have seen others do this so many times, now i know how its done!
Thanks a lot! :)
i was really looking for this in every videoo,,and now you gave me easy with this video
You guys
... With Epic...
Are the best.
I genuinely love you. Thank youuuuu!!!
someone SERIOUSLY hit the thumbs DOWN button?!!? seriously?? thanks Quixel for this option...its amazing
Unity folks pressed that button.
@@rizkyramadhan8594 😂
@@rizkyramadhan8594 haha, Unity folk here, no, that’s crazy talk. I and many others would definitely thumbs this up.
This is a great tutorial and great use of Quixel Megascans... taking notes to implement in Unity as it would be fairly straightforward and not that complicated (standard video game tech art techniques). However they went ahead and added tons of options that I loved... the adjustment HSV/Tint controls add so much power to what’s already there, the dirt layer gets tweaked from a basic brown muddy looking to lighter dust like brick sand like, amazing.
Also wondering if the height map blending is a basic ‘slope/offset equation’ or ‘smooth step’ with the vertex color value doing the threshold amount or something specific because it does look amazing.
@@rizkyramadhan8594 Not Unity , Adobe if u know what i mean :D
I think its "Substance" folk who click thumbs down. hehehehe
Awesome! I’m anxious to begin using this tool.
Looks amazing, thanks for quick explanation!
After many days finally a tutorial ❤️
wow this tutorial is amazing, finally somthing clear for a beginner! thanks a lot dude
this is like the motion capture of level design ! truly game changing to use real scans for texture and blending. I want to see this in games like right now.
Pretty sure this has been used in games for years :D
I love Unreal so much and Megascan as well ! I can make so realistic level design for my games ! Thanks a lot
This is so artistically great, thank you for this upadate !! 😍😍
That is so amazing!! Thank you quixel for making my life easier)
A game changer!
Thank you Megascans.
Owkay this makes me smile.... thank u for this.
Amazing work looks so fun and creative to use
the more and more I watch UE4 tuts, I want to start using it. As much as I love Blender, been using it for 6 months, I see the workflow in UE quicker.
I like the fact that there's still some level of competition between Allegorithmic and Quixel, it makes both sides innovate!
*Adobe and Epic.
Thank you so much @Quixel for this tutorial👏🏼👏🏼👏🏼 I stuck at wall painting before this❤️😊
Thank you for making a clear tutorial!
Super cool!!!! thx for this! Cant wait to play with it:)
Definitely going to use it. Thank you
Thank you quixel . This is amazing 😍
This is just ridiculously amazing
I really like this plugin, but one thing that can make this even better is if it uses the displacement maps when adding puddles. Right now the puddles just go over everything and completely flattens the normal map underneath. I think it would be better if we can have an option that allows the puddles to look at the height maps. It would look more realistic and allow artists to have more control
This looks creatively stunning!! If possible the team could consider the plugin available to us ewith megascan in blender too!!
HELP: @Quixel at 8:14, when I do that (play with the Blend Amount Value), it doesn´t appear to affect it at all. Did I miss something? *UPDATE* : make sure that the *Enable Displacement* checkbox is checked before creating the blend material at the Megascans Plugin Panel, and that you the materials you imported came with a displacement map... and that such map is actually attached to the corresponding slot in the final blend material, because mine appeared as a default grey texture. And (this didn´t happen to me, just saying, it could happen to anyone, not judging...) that the mesh you are trying to vertex paint is subdivided several times.
Thank you so much for sharing this it helped a lot!
Thanks bro!
thanks men!
This should be a sticked comment. Absolute life saving comment right here.
Thanks It worked for me too!
Displacement maps weren't there when I exported the blended material. In order to fix it, I just dragged the missing displacement maps from the original materials to the final blended material slots. Also the plane I was using didn't have enough vertex, so I went back to max and created a higher poly plane and this fixed the problem.
this makes me feel like i might have some artistic ability, i dont but it gives me some hope
This s simply breathtaking,
Amazing Pakistani Team behind this project
I don't normally comment on videos.. But this is worth it. Thanks Quixel
Very helpful video
OMG i've spent about 5 days to create fully controllable blend material with puddles for my last project. i wish this tutorial was upload earlier T.T :D
great update!
OMG THANKS SO SO MUCH THIS HELPED!!!
very nice tutorial
A great feature, thanks Quixel for your work, definitely will use it! I think that something similar could be done to the landscape materials, with such amazing features as RVT, displacement, hiding repeating of textures, etc. Please let me know what do you think about this.
Thanks!
THIS is brilliant!
I can hardly navigate the jungle that is UE4 as it is, but I'm still beyond excited by this new feature
love you guys
Very helpful, thank you
absolutely amazing!
Helped, thanks
Great stuff, thanks
This makes me want to make a game.
Do it -Ben Stiller
Why not?
@@01oo011 no i was being serious, how he says "do it" in a deep voice to make the person do it quicker, ill play his game if he made one
@3D Modeller i asked no question
@@OnsideHaddock72 lol y’all are weird 🤣
wow very great now i dont have to program this when the time comes :D
thank you! this is awesome!
Thank you sir, in tNice tutorials tutorial I've learnt alot from you!
thanks to quixel ,epic,unreal all devs and everyone.Without this making games is be very hard.
U guys are awesome!!
Amazing!
this is magical
i see Quixel, i smash Like Button !
what a simple creature!
Off topic: thank you for great soft! When Quixel Mixer would support pen pressure?
Hello again Josh. Been a long time
THIS IS FKN AWESOME
guys you are awesome
Another problem: my "Middle layer" don`t respect hight data from base layer. i change ammount of Blend but blending is always the same
Thank you
my god!.. environment and level design/creation had got even more interesting! who needs substance painter anymore! .. I am waiting impatiently for skin and character textures/scans to be added to the brilliant megascan library :) ... Epic Games & Quixel just crushed my second thoughts about switching to or even considering Unity
**Update after watching more than 6minutes of the video: --- you are tearing me apart Quixel!! I am crying here! this is the best thing that happened in this shitty 2020 so far **
Don't count out software like Substance yet.. How many games can be made with 1 library before people start to go "Oh.. I know that grass." New asset and content will always need to be created, whether it's new photoscans or new procedurally generated materials or sculpted models.
@@TheRealGunfish I have been gaming for decades and never once in my life said or heard someone saying that they have seen this grass somewhere else. If there is someone on this planet who would say that, they really need to re-evaluate their life. May be a character, or a hero asset.. but not grass or even slabs
You're mistaken if you think environment creation this is all what is it about... guess when you will have to create a special environment required for a game or some set of textures very specific well you won't find them on quixer am saying so because I have been in this situation before quixel is really great I love them for Making life easier but no you can't just live only on quixer suite it's almost impossible at least for now.
@@simomessek934 not sure what I get you are saying or how you reached that conclusion. Nobody said that megascans are going to eliminate the need for hand or custom textures e.g. hero assets or human skin at least. However, they will help with the majority of the environment textures.
It's just awesome
Beautiful :")
Unreal's mesh paint system is buggy or may be I am still using it wrong, Its been 5 years and not a single time it worked the way this guy is doing :P Even If I try to follow step by step tutorial, channels doesnt work on my engine. I have ways around it, but it should work the way it is being shown in this video, it is so satisfying.
Brillant workflow! 👏
Love it thank you
Amazing
Whenever I try to paint, nothing shows up. I'm able to do everything until 7:30 but that's it. Does anyone know why this would be happening?
When you say "a healthy amount of vertices", is there any guideline? Particularly for game-ready assets? How many per 100x100 Unreal Units? Thank you!
I would argue actually to not tessellate your meshes too much. If there's some space between the verts, it creates rooms for some nice gradients between materials. Try it out, it depends on what you're trying to build so it's hard to say how many verts per 100 units, one might be all you need actually.
On plane surfaces 1 polygon per square meter is pretty standard at the moment in the industry! but you can go crazy with good LoDs and tesselation
Wonderful.
I recently tried this but when I create my blend material I do not see the layer parameters in my blend material. i only have base settings, displacement parameters, fuzzy shading, g settings, and the input textures of which none have layer parameters. I do not have the blend controls seen here in my material. ( ゚д゚)
what's the solution? did you find any?
@@nelosantaclara6900 yep just followed the instructions here and it now works fine. :)
help.quixel.com/hc/en-us/community/posts/360013673358-Unreal-Engine-4-25-3-Vertex-Blend-Material-problems
Yeah, I didn't get it with all the updates, etc.
Probably didn't save the material
nice, heightmap blend :)
On 10:12 i was like "Damn, is someone in league typing me or smthng? I need to check asap". Even my league wasnt launched lmao. Amazing tutorial by the way, and materials .
Awesome!!
excellent
Thanks for the link that walks your through the process of installing the plugin. Btw pls fix the installation it for 4.254.
great!!
This is nice
I got emotional! This is amazing! 👍
OK, I just tried this.....game changer!
Amazing!
it work on my pc thx bro v�ry much
Great ! 👍👍👍
Too Much OP software !!
thank's for the video! is there any way that you can save the blend as a texture/material? and use it to different mesh? thank you!
hi, i use ue 4.25.3 and there is no "Base layer/middler blend controls" option. where to find it?
me too ,why
help.quixel.com/hc/en-us/community/posts/360013673358-Unreal-Engine-4-25-3-Vertex-Blend-Material-problems
@@zentrozen thanks ,it works
@@zentrozen thanks it works and this link was helpful too: help.quixel.com/hc/en-us/community/posts/360009717918-Could-not-send-data-over-Port-13428-13429-error-in-Bridge-when-exporting-to-Maya-2018-on-Mac-OS
@@yapanwolf None of these worked for me.