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.
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!
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 :) ------ 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. ------ 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.
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!
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.
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.
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...
You need a plane with vertex's added to it. Watch a blender tutorial explaining how to make a plane, subdivide it to add vertx, then export to unreal and you can paint then
@@duffy_115 How can I apply this for landscaping? When I transferred it from the blender, it became a static mesh. Can I convert it to landscape? In what format do I need to export?
@@mobildisko579 in blender you need to use the landscape add on and you can make a custom landscape and use how many polygons you like, more polygons = more vertices to paint on = more intensive on pc. Then generate a material blend watching the quixel tutorial on youtube, apply to your landscape model (Export this as an FBX) then apply the material blend to landscape model
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.
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
@@dannybznz 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
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.
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.
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)
@@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
@@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.
I download Bridge again a few minutes ago, when I try to create a Blend Material, I'm able to create it, but I don't have the parameters you have @1:59. I have Base Settings, Displacement Parameters, Fuzzy Shading etc. I restarted UE4 and reinstalled Bridge after downloading it from the Quixel Site but I still think I have an older version.
Hey Matthew. Can you write us at support@quixel.com or via our contact form here: help.quixel.com/hc/en-us/requests/new You're definitely somehow using the older version as fuzzy shading isn't included in this new version.
Unable to get this working. Downloaded and exported to new UE4.25 project using bridge. Used exact same materials as the video. After selected and creating the material blend, the parameters on the material I create do not have the same values/options. No global 00 or blend controls 01 sections. Also my blend material does not have "top" "middle" "base" sections. Any suggestions?
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.
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
On 7:40, the top and middle layer material could not be applied. is there anyone else to be able to solve this issue? I would like to know what I miss...
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.
I don't have most of the options on my BlendMaterial as mentioned in this tutorial... For example, I don't see any Base/Middle Layer Blend Controls nor do I see any "Use Base Layer Adjustments". If someone knows how to fix this, please help...
Hi Anuj, This should help. Followed these steps and got it to work. help.quixel.com/hc/en-us/community/posts/360013673358-Unreal-Engine-4-25-3-Vertex-Blend-Material-problems?input_string=Vertex%20blend
@@siddharthbaxi1956 thanks a lot for the link! I actually tried these exact steps yesterday before the workaround post was put up, but for some reason, even in the new project, the blend materials weren't working. If the workaround worked for you, do you mind sharing the SurfaceBlend_MasterMaterial file with me? It should be located in your ProjectFolder/Content/MSPresets/SurfaceBlend_MasterMaterial folder. Thanks, Anuj.
hi so trying this tutorial with UE5.2 ive selected the 3 material instances through content browser, when i select create material blend i get the error message "current material blending setup doesn't support more than 3 materials" even tho I've only selected 3, anyone seen this?
I have so much trouble with ue5 and quixel when i need to blend materials with vertex paint, most of the time i dont have any height blend at all And putting the displace texture with AO and roughness (when there is an AO slot already in the same master material... what?) well i cant use another displace texture to blend my materials Like i have a brick wall material made by me in designer, i made an ARD map; i made 2 sets of textures, they blend correctly together, but on my top layer i have a moss material downloaded from quixel, and there is no height blend at all and the displace texture in the ARD seems pixellated when i zoom in or out I unchecked the srgb and i put the compression in mask instead of color but still no change
I have the same issue with the top layer. It just doesn't blend in UE5, even when I was using the exact material sets shown in this video. The base/middle layers are fine though.
When I open the material like on 2:40 my right menu called Details is missing, all I have is one big preview of the material, can you please help me with this :)
Anyone else running into issues with the 'blend amount' & and the 'invert blend' ? Adjusting it negative and positive does not produce any results. I've tried various surfaces from bridge in hopes more dramatic height maps would work but even then the blend amount never shifted at all.
I also couldn't get displacement to work properly. The fix was to increase 'Base Layer Displacement Amount' to 5.0-10 under the '06 - Displacement'section of the blend material. This Quixel forum post also helped: help.quixel.com/hc/en-us/community/posts/360008415297-Displacement-maps-for-materials-not-working-correctly
@@resset3841 Yes! So, a couple of things. In the Megascans plugin (the green icon) make sure 'Enable Displacement' is on. Then What I noticed is that the materials in the blend material not only have the displacement map turned off, but it does not have the correct displacement map set. So I had to manually turn on the displacement texture, then find the corresponding map for that material and link it. Once those are done I believe the blend parameters should work!
@@resset3841 Follow what Gregory is suggesting. In case it still does not work, you need to increase you tiling under "02-Base Layer" - "Base Layer Tiling offset". I am not sure if that is a proper solution , but that worked for me.
New to vertex painting here. How would you go about creating a plane with a sufficient number of vertices? I've had trouble using the basic Unreal Plane seeing as it has so few vertices. Appreciate any help y'all have!
You need the create the mesh with sufficient vertices in a 3D tool like Blender or Maya and then bring that into UE4. You cannot increase the vertices of a mesh inside UE4.
please add the plugin for a separate download on the quxel website because the plugin is not installed via bridge. the latest version of the plugin on the site is 6.82
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.
hi,I want to know,why Quixel MS_DefaultMaterial ' displacement effect so much better than Quixel SurfaceBlend_MasterMaterial ?Quixel SurfaceBlend_MasterMaterial 's displacement effect has so much sawtooth.For example ,the brick displacement texture.
Using UE 2.26.2 in the Blend Material, under General the Parent it is named SurfaceBlend_MasterMaterial. Why does it look like cinder blocks and not any of the materials I picked? I looks like some default material being used???
hi, i have problem. after some little distance from mesh that i painted with mat.blend, paint and blends disappear completely. im noob at this all but i dont know is it cuz of LODs of that mesh, but still in paint section i did select LOD painting. or am i something missing. EDIT. and plus everytime i import surfaces from bridge or plugin i need to manually place rough,ao,rough,disp maps, even after i checked use disp maps
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 .
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!
when I mix the material instances the new material is created, then I put it into the mesh, and when i get in the material settings I don´t find the same settings, when I start painting nothing happens and i don´t know wtf is happening, help me
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.
Help me please UE 4.26.1 After clicking "Create Material Blend" I always have completely different material Some white tiles while I was choosing grass and stones How to fix it?
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.
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!
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 :)
------
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.
------
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.
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!
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.
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...
This is so amazing, now it’s easier to create more realistic scenes in a very practical way
8:14 that, that right there is brilliant!
👀👀👀
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?
Y'all out here killing it with awesomeness. 😳
The recent development with the advanced texture mapping and raytracing make this engine... unreal
Roll credits
7:37 That doesn't work for me; I can't paint on my Landscape, also not even on an Plane. What am I doing wrong?
i cant too
You need a plane with vertex's added to it. Watch a blender tutorial explaining how to make a plane, subdivide it to add vertx, then export to unreal and you can paint then
@@duffy_115 How can I apply this for landscaping?
When I transferred it from the blender, it became a static mesh. Can I convert it to landscape?
In what format do I need to export?
@@mobildisko579 in blender you need to use the landscape add on and you can make a custom landscape and use how many polygons you like, more polygons = more vertices to paint on = more intensive on pc. Then generate a material blend watching the quixel tutorial on youtube, apply to your landscape model (Export this as an FBX) then apply the material blend to landscape model
@@duffy_115 Your mean add a single vertx point in the center of every subdivision or just subdivide de whole mesh?
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.
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
I like the fact that there's still some level of competition between Allegorithmic and Quixel, it makes both sides innovate!
*Adobe and Epic.
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
@@dannybznz thanks ,it works
@@dannybznz 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.
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
This is absolutely fantastic in every way. From the features to the tutorial. Thank you Quixel and Epic!
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.
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
i was really looking for this in every videoo,,and now you gave me easy with this video
So realistic blend with height data. Awesome thank you
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.
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
I have seen others do this so many times, now i know how its done!
Thanks a lot! :)
my brush doesn't show up, instead it still performs like select mode, help 6:57
I love Unreal so much and Megascan as well ! I can make so realistic level design for my games ! Thanks a lot
this makes me feel like i might have some artistic ability, i dont but it gives me some hope
I download Bridge again a few minutes ago, when I try to create a Blend Material, I'm able to create it, but I don't have the parameters you have @1:59. I have Base Settings, Displacement Parameters, Fuzzy Shading etc. I restarted UE4 and reinstalled Bridge after downloading it from the Quixel Site but I still think I have an older version.
Hey Matthew. Can you write us at support@quixel.com or via our contact form here: help.quixel.com/hc/en-us/requests/new
You're definitely somehow using the older version as fuzzy shading isn't included in this new version.
@@josephdowner6071 Just sent you guys an email now
@@matthews7895 Same issue here.
Same issue here. Dont have any 'puddle' settings at all. verified that its the latest plugin.
If I find out the solution I'll be sure to let you guys and everyone else know. I'm just waiting for an email reply at the moment from them.
Unable to get this working. Downloaded and exported to new UE4.25 project using bridge. Used exact same materials as the video. After selected and creating the material blend, the parameters on the material I create do not have the same values/options. No global 00 or blend controls 01 sections. Also my blend material does not have "top" "middle" "base" sections.
Any suggestions?
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.
This is beyond incredible, thank you so much guys for sharing this educational videos, such an MVP!
This looks creatively stunning!! If possible the team could consider the plugin available to us ewith megascan in blender too!!
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
On 7:40, the top and middle layer material could not be applied. is there anyone else to be able to solve this issue? I would like to know what I miss...
This s simply breathtaking,
Amazing Pakistani Team behind this project
wow this tutorial is amazing, finally somthing clear for a beginner! thanks a lot dude
I can hardly navigate the jungle that is UE4 as it is, but I'm still beyond excited by this new feature
Owkay this makes me smile.... thank u for this.
Awesome! I’m anxious to begin using this tool.
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
I don't have most of the options on my BlendMaterial as mentioned in this tutorial... For example, I don't see any Base/Middle Layer Blend Controls nor do I see any "Use Base Layer Adjustments".
If someone knows how to fix this, please help...
Hi Anuj,
This should help.
Followed these steps and got it to work.
help.quixel.com/hc/en-us/community/posts/360013673358-Unreal-Engine-4-25-3-Vertex-Blend-Material-problems?input_string=Vertex%20blend
@@siddharthbaxi1956 thanks a lot for the link! I actually tried these exact steps yesterday before the workaround post was put up, but for some reason, even in the new project, the blend materials weren't working. If the workaround worked for you, do you mind sharing the SurfaceBlend_MasterMaterial file with me? It should be located in your ProjectFolder/Content/MSPresets/SurfaceBlend_MasterMaterial folder.
Thanks,
Anuj.
That is so amazing!! Thank you quixel for making my life easier)
After many days finally a tutorial ❤️
Another problem: my "Middle layer" don`t respect hight data from base layer. i change ammount of Blend but blending is always the same
I don't normally comment on videos.. But this is worth it. Thanks Quixel
thanks to quixel ,epic,unreal all devs and everyone.Without this making games is be very hard.
hi so trying this tutorial with UE5.2 ive selected the 3 material instances through content browser, when i select create material blend i get the error message "current material blending setup doesn't support more than 3 materials" even tho I've only selected 3, anyone seen this?
A game changer!
Thank you Megascans.
i dont have the displacement option for my material, does anyone know why?
I cannot find the option that you are using when I made the blend material
Super useful, easy to use. Amazing work as always!
Thank you so much @Quixel for this tutorial👏🏼👏🏼👏🏼 I stuck at wall painting before this❤️😊
Its possible create landscape material using Megascan plugin and "Create Material Blend"?
me also
No, It is Immpossible
I have so much trouble with ue5 and quixel when i need to blend materials with vertex paint, most of the time i dont have any height blend at all
And putting the displace texture with AO and roughness (when there is an AO slot already in the same master material... what?) well i cant use another displace texture to blend my materials
Like i have a brick wall material made by me in designer, i made an ARD map; i made 2 sets of textures, they blend correctly together, but on my top layer i have a moss material downloaded from quixel, and there is no height blend at all
and the displace texture in the ARD seems pixellated when i zoom in or out
I unchecked the srgb and i put the compression in mask instead of color but still no change
I have the same issue with the top layer. It just doesn't blend in UE5, even when I was using the exact material sets shown in this video. The base/middle layers are fine though.
This is so artistically great, thank you for this upadate !! 😍😍
When I open the material like on 2:40 my right menu called Details is missing, all I have is one big preview of the material, can you please help me with this :)
Super cool!!!! thx for this! Cant wait to play with it:)
help!! I did all the steps correctly but i am unable to paint on the mesh , it is not showing any changes.
Looks amazing, thanks for quick explanation!
Hello again Josh. Been a long time
Anyone else running into issues with the 'blend amount' & and the 'invert blend' ? Adjusting it negative and positive does not produce any results. I've tried various surfaces from bridge in hopes more dramatic height maps would work but even then the blend amount never shifted at all.
I also couldn't get displacement to work properly. The fix was to increase 'Base Layer Displacement Amount' to 5.0-10 under the '06 - Displacement'section of the blend material.
This Quixel forum post also helped: help.quixel.com/hc/en-us/community/posts/360008415297-Displacement-maps-for-materials-not-working-correctly
Thanks, Julian. I’ll try this on Monday!
@@gallystops
managed to do something about your problem? because I have the same one and I don't know how to fix it
@@resset3841 Yes! So, a couple of things. In the Megascans plugin (the green icon) make sure 'Enable Displacement' is on. Then What I noticed is that the materials in the blend material not only have the displacement map turned off, but it does not have the correct displacement map set. So I had to manually turn on the displacement texture, then find the corresponding map for that material and link it. Once those are done I believe the blend parameters should work!
@@resset3841 Follow what Gregory is suggesting. In case it still does not work, you need to increase you tiling under "02-Base Layer" - "Base Layer Tiling offset". I am not sure if that is a proper solution , but that worked for me.
im having a problem when i start to paint in the red channel nothing is showing up
same....
Seriously, i click on the button and i dont have theses all options.... It's normal ??? I have only, Base + R + G Channels and the quick options
i can't find this one on UE5.any helps.thanks
Will you make a similar plugin for the landscape ?
This is something we're currently looking into :)
@@joshpowers475 Nice! Thank you for answering. Cheers!
Cant get this blend ammount to work. Just simple blend.
Edited: Ok, Enable displacement. in plugin settings must be ON.
New to vertex painting here. How would you go about creating a plane with a sufficient number of vertices? I've had trouble using the basic Unreal Plane seeing as it has so few vertices. Appreciate any help y'all have!
You need the create the mesh with sufficient vertices in a 3D tool like Blender or Maya and then bring that into UE4. You cannot increase the vertices of a mesh inside UE4.
@@mohidbaig4000, Man, this makes me appreciate UE5 modeling tools SO much more
Hey guys my Blend Material doesn't have any of these options... has this material changed recently or is the workflow different now?
The same thing happens to me
!
Seems buggy in UE5.1 - two instances selected and it'll error with it not supporting more than 3 instances.
Where does the height information save?? displacement Map??
love you guys
please add the plugin for a separate download on the quxel website because the plugin is not installed via bridge. the latest version of the plugin on the site is 6.82
Whenever I import the three textures into one the texture does not load when I put it onto a surface. Anyone help?
i see Quixel, i smash Like Button !
what a simple creature!
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.
When I do this level of detail everything just drags, is this normal? I have 64GB RAM 8 core CPU and RTX 2070
This is just ridiculously amazing
hi,I want to know,why Quixel MS_DefaultMaterial ' displacement effect so much better than Quixel SurfaceBlend_MasterMaterial ?Quixel SurfaceBlend_MasterMaterial 's displacement effect has so much sawtooth.For example ,the brick displacement texture.
Is there a possibility of adding tint into multimaterial? I would like to paint slight tint changes into multimaterial.
Pls Can you make tutorial how make profesional landscape material? Something like this but on landscape (Mud, Puddles, Grass etc)
Will do! :)
@@teddygbg I can't wait! thx
Hey :) Just wanted to ask, has that tutorial been made yet? Or is it still in the works? :)
Using UE 2.26.2 in the Blend Material, under General the Parent it is named SurfaceBlend_MasterMaterial. Why does it look like cinder blocks and not any of the materials I picked? I looks like some default material being used???
Note for self 1:25 don't forget to enable displacement before exporting material from bridge
hi, i have problem.
after some little distance from mesh that i painted with mat.blend, paint and blends disappear completely.
im noob at this all but i dont know is it cuz of LODs of that mesh, but still in paint section i did select LOD painting. or am i something missing.
EDIT. and plus everytime i import surfaces from bridge or plugin i need to manually place rough,ao,rough,disp maps, even after i checked use disp maps
thanks! one question, why i dont see in my material de displacement options? the 05 - Paddle layer is the last one on the list (UE5)
Is there a way to get this set up in 3ds max and paint in there instead?
how can I do it in ue5?
nvm, found M_MS_SurfaceBlend_Material in MSPresets folder
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 .
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!
when I mix the material instances the new material is created, then I put it into the mesh, and when i get in the material settings I don´t find the same settings, when I start painting nothing happens and i don´t know wtf is happening, help me
Amazing work looks so fun and creative to use
the links are all broken?
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.
I have followed the steps as in the video but the results are not the same,??? I used bridge 2020.4 and unreal 4 25.4
Bland Amount of Base/Middler layer is not working. Any helps?
Help me please
UE 4.26.1
After clicking "Create Material Blend" I always have completely different material
Some white tiles while I was choosing grass and stones
How to fix it?
Hello I am using ue5 and I blended the materials but the displacement option is missing. Is there anyway to enable it ?
Very helpful video