UE5 Layered Material Workflow Breakdown - Intermediate class

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  • Опубликовано: 16 янв 2025

Комментарии • 57

  • @_casg
    @_casg 2 дня назад +1

    thanks for this certified classic

  • @EMNM66
    @EMNM66 2 месяца назад +2

    Love this!! I checked the blog in Art station two years ago, Daniel helped me with some doubts I had, pretty chill guy.

  • @DamienRamirez
    @DamienRamirez 2 месяца назад +2

    Nice video, I haven't used this system in quite some time because at the time I didn't understand it very well. This is easy to follow & got me back up to speed. I dare say It's not for me as I can do all this in a single material without breaking a sweat because it's just easier for me since I'm used to that system.... But I probably wouldn't of known without seeing this & how well you show & explain it. Saves me time finding out the hard way. Thanks!

  • @Mat-kk9qf
    @Mat-kk9qf 2 месяца назад +8

    Saw it on your LinkedIn - Thanks a lot for putting this out there! 🙏🏼

    • @VGforCG
      @VGforCG 2 месяца назад

      plus

  • @doomgb4994
    @doomgb4994 24 дня назад +1

    Found your video through LinkedIn. Appreciate your generous and insightful sharing ❤

  • @jayDotTee
    @jayDotTee 2 месяца назад +1

    Excellent! Well done and thanks for sharing this amazing workflow!

  • @ShrikeGFX
    @ShrikeGFX 2 месяца назад +27

    Remember, the skill in shader creation is not from stacking effects but from the optimization. This naive approach will work for offline and portfolio but this uses way too many samples for game art and is very slow. 1-2 Samples = Mobile, 3-4 texture samples = very fast, 5-6 average, 7-8 getting quite a lot. This looks like 20 samples?. Sampling the texture is the most expensive in your shader as the GPU waits a long time for fetching it. The cost also increases exponentially the more you have

    • @parikshitbelsare6914
      @parikshitbelsare6914 2 месяца назад +1

      Hey there... Since I'm new to this thing, I'll watch this video... But the things you're talking about like optimization and stuff, where can I find videos that teach layered texturing with mesh and texture optimization? I would like to watch those videos too

    • @ShrikeGFX
      @ShrikeGFX 2 месяца назад +2

      Its quite obscure knowledge you learn over many years. The most important however is to keep texture samples down as much as possible by any means.

    • @2Jackrabbit
      @2Jackrabbit 2 месяца назад

      Exactly, many of these layers could be done into one with some procedurality, and many more reused of samples, merged into the same material. That access to layers methodology is what us ,Technical artist, optimizing just either fully rework to entirely remove via other well known battle tested techniques or straigh up downgrade. Used wrong this method will definitely gut your performance in a project. But it does look freakishly nice and cool

    • @knl654
      @knl654 Месяц назад

      That is exactly what went through my mind, this looks expensive maybe it for the cinematic shots, I think I need to find something that will help me texture a large crane asset with minimal shaders,

    • @wilfridbrown2531
      @wilfridbrown2531 Месяц назад +3

      true, but : here he present it as many layers of damage & rust. It's an extrême way to use it.
      If you think of it as a large asset (that you can't do in substrance because of textel density) with multiple material at once (metalic part, wood part, rubber part, etc... ). You can use one mask as ID and then have only 1 draw call for the whole asset, with good textel density and an average of 3~5 samples per ID parts.

  • @rajeshrajan80
    @rajeshrajan80 2 месяца назад +1

    Loved this !! Thanks a lot for sharing.

  • @alesZoot
    @alesZoot 6 дней назад

    Awesome, super helpful! Thank you!

  • @patrickcoan3139
    @patrickcoan3139 Месяц назад +3

    For those talking about optimization, correct me if im wrong, but the simple answer is to do this work in a program like Substance.
    If you need interactivity at runtime consider decals or this approach for one-off use cases. Ya?

  • @mustafayerebasmaz390
    @mustafayerebasmaz390 2 дня назад

    Thank you for sharing!

  • @rancheraosborne
    @rancheraosborne 28 дней назад +1

    Amazing content, thank you! Would it be possible to share the broken glass shader setup? Looks also amazing

    • @DanielCormino
      @DanielCormino  28 дней назад +1

      Thanks! In this scene the glass shader is just an opaque masked material. I'm adding a bit of metallic to it to get more reflections.

  • @godzil666
    @godzil666 2 месяца назад +3

    So you decided to do it, huh?! Congrats and good luck brother.

  • @PeterLeban
    @PeterLeban 2 месяца назад +1

    Kudos for this one.

  • @res0lve
    @res0lve 2 месяца назад +2

    I'd totally buy this material if you sold it somewhere!

  • @peter486
    @peter486 Месяц назад +1

    hey can you create a material from scrach? im trying to learn unreal i i dont understand the shaders.

  • @FireF1y644
    @FireF1y644 4 часа назад

    This is the best system, sadly Epic forgot about it and didn't update it in years, the future alternative will be Material Designer, but for now it can do a little more than nothing

  • @espiritogeek
    @espiritogeek 2 месяца назад +1

    holy shxxxxx this looks really good

  • @werwinn
    @werwinn 2 месяца назад +1

    love it! What video card do you recomend to work in UE?

    • @DanielCormino
      @DanielCormino  2 месяца назад

      It depends on what you'll be working on, for games a 2070 would be enough, for films you might need something more powerful.

  • @CNa100
    @CNa100 2 месяца назад +1

    Love that…anywhere we can buy the materials ?

  • @aleksei7479
    @aleksei7479 2 месяца назад +4

    Can I purchase your scene or material?

  • @DaniilBarash
    @DaniilBarash 2 месяца назад

    Thanks a lot great video

  • @mehranvaysee
    @mehranvaysee 2 месяца назад

    thanks

  • @YAHWEHWARE
    @YAHWEHWARE 2 месяца назад +1

    Came here from LinkedIn 😁

  • @yantingye1677
    @yantingye1677 2 месяца назад

    thanks a lot

  • @arsenstakhiv9115
    @arsenstakhiv9115 2 месяца назад

    What about shader complexity and optimization? This type of material is significantly harder to optimize than traditional ones when comparing identical parameters.

    • @ShrikeGFX
      @ShrikeGFX 2 месяца назад

      yes, this will not be acceptable in a game at all but it might be perfectly fine for offline shots or portfolio renders, concept art etc.

    • @DanielCormino
      @DanielCormino  2 месяца назад

      It's heavier on performance than regular materials, this is intended for when you need high resolution materials on high end devices and for games where you get really close like FPS. I wouldn't recommend it for mobile or lower end devices.

    • @DanielCormino
      @DanielCormino  2 месяца назад

      @@ShrikeGFX it is acceptable for some purposes and in some cases for games, but definitely not something you can use anywhere.

  • @MicLinder
    @MicLinder 3 дня назад

    Bi-ju-ti-ful!

  • @badashphilosophy9533
    @badashphilosophy9533 13 дней назад

    it see3s like a 9ood 3ethod for if u waanna have one envionent and show ti3e past. like 4 exa3ple hyrule castle 6efore and after link 9rows up

  • @AadamKhor2507
    @AadamKhor2507 2 месяца назад +1

    thnx man for the breakdown.

  • @rocker10039
    @rocker10039 Месяц назад +1

    This is a bit off topic but you look like gothamchess.