Reminder: If you are not satisfied with the quality of the "Displacement", you can change the compression of the ORDp maps to "Vector Displacement Map (RGBA8)" and then change the sampler type to "Linear Colour" in the material, but don't forget that this will increase the memory overhead.
If you're using a packed 3 channel texture like ORD with the default DXT1 compression in UE, put the displacement in the green channel and use a levels adjustment on the green channel to clip out any unused info at the min/max ends of the range. Can save memory and maximize the quality. The green channel has 1 more bit of data and any unused space in the levels view can be put to better use.
This texture and the overall functions are pretty epic and very easy to follow to make your own build from the ground up...nice one. Have a great weekend ♨
hey Hojdee thanks for this wonderful tutorial we all really appreciate it but I'm having a issue I'm using unreal engine 5.5 I've done everything I can edit the material But I'm having issue with the mesh painting it doesn't paint my mesh idk what to do if you know about something lemme know I've done everything i can see all materials according to rgb but cannot paint it am I supposed to do something additional for newer versions or what ?
@@HojDee i fixed it it was because you cannot paint unreal assets the plane was ue5 asset so i did it to my landscape and it worked but the nanites are worse my dirt has little particles so same size as other materials doesnt suit should i create not nanite material for dirt ground and grass?
hi i have an issue when i put this material to mesh the edges are separating like the more displacement multiplier value the more gap between edges how to fix this , if i reduce the displacement multiplier gap reduces but still i can see the thin gap and displacement wont be seen please help me fix this
@@prashanthc.m7147 this is one of the things you should consider when using displacement. The mesh will separate on specific parts, like unwrap seams and hard edges. You could try using tri-planar materials. Sometimes that fixes it
Very detailed video! Thanks! Is there a way to bake the displacement map of the vertex painted asset so I can apply displacement map (with modeling tools) to the mesh to have detailed asset in path trace render too?
@@madhansanjay5755 vertex painting is a bit tricky. You gotta do it until you get the hang of it. To start, watch this tutorial: ruclips.net/video/VgyyHE6Vkn8/видео.htmlsi=EB-BT6EvpxpxA9nr
when i Doing in a Modeling mode plane vertex paint is working but displacement is not working. In normal mode plane displacement is working, vertex paint is not working even though i had loops.
This a very cool but per instance vertex painting is still not working on nanite meshes, so it'll work on your unique plane but never on a modular set of walls. In this case vertex paint will repeat itself on every instance of the aforementioned mesh, creating repetition, which is very counterproductive because vertex painting is used to negate repetition. Once again, very cool results, but very not production ready. For similar results on ground just use the landscapes tools and landscape layer blending system (with height selected in your layers' blending modes). vertex painting is kinda useless unless you using it on a unique mesh like a hero asset or to assign specific texture sets to architecture. But still, very cool video :P cheers
Thanks for the comment :) Yeah I know. I mentioned it in the video that becaise we're doing it from the modelong mode, it affects the source mesh. But using it and playing around with it is still cool. It's not production ready for games, but for cinematics we can use it. Looks great.
Hello, I hope you’re doing well. I’m facing an issue and would appreciate your guidance: Whenever I try to import a material from Fab into my Unreal Engine project, the material doesn’t load correctly and doesn’t display anything. At one point, I edited its Blueprint, and now I can’t restore it to its original state. Unfortunately, every time I import materials, they don’t work as expected. I wanted to ask if there’s any way to reset the Blueprint of the material to its default state. Thank you for your time and assistance.
@@HojDee I have not been able to get it to work. I think the sampling from the RVT doesn't compensate for the visual mesh displacement. I can't find any documentation. But I'm unsure why they aren't playing nice.
@@arthurmarlow3686 well then it should be possible 😅 I've actually added displacement on my landscape material. It had rvt before that. But haven't tried both together
Thank you a lot! so helpful. and it works well. one thing.... Can i use it for Game development( third person high-end console )? I remember tesselation was heavy at Ue4..
@@蔡奕霏 you can't vertex paint on landscapes. But you can paint different layers. I don't have a tutorial about that, but you can find if you search for landscape material
@@koniakaftermidnight4437 it's an issue with virtual shadow maps. If you change the rotation of the sun or look the other way and then look at the surface again, the shadow maps update and the black spots go away
this is really awesome. I think its a bummer that vertex painting nanite meshes can't be done per instance, since that way so much variation would be there in a large area and less repetition. Hope it is something that gets added in future
Don't Forget to put r.Nanite.AllowTessellation=1 r.Nanite.Tessellation=1 in Config/DefaultEngine.ini at the end of [/Script/Engine.RendererSettings] section otherwise you won't see Nanite on meshes.
ever since I knew about vertex painting from before, it's always confusing to me the "white/black" (okay I get it it's a mask but it's sill confusing cause you have to fuse that R or G or B , again I understand those represents the three layers of textures) but still I never managed to get that right, always confusing :/...
@@zatlanibrahim5438 it can be confusing like that. The best thing to do is to try it with a simple material (like two colors) before using it on more complex materials. That's what I do
hello, i,m a big fan of you and i bought many project files from the Patreon, but i,m a super beginner, so could you make a video how to use your function files to unreal project?
@@indigochoiart hi! Message me in telegram so I can help you. Join the channel (the link is in the description) and comment on one of the posts. I'll message you there and we'll be in touch
Still I think its affect on displacement map color not nanite displacement Magnitude if I'm not wrong which its mage huge difference in details specially on high values of displacement Hight, am I wrong?
did you use the displacement scaling magnitude? I mean it's under the nanite tessellation section. So it's affecting the tessellation, using the data in the texture. But the texture is not being affected like when we multiply it.
Hi Hoj, I have a problem. I follow your video step by step in detail, I check every adjustment you make to the millimeter, but when it comes to tessellation, my material looks peaked from close up. It's kind of out of focus. It's a shame I can't send you a photo of how it looks because to you it seems that the tessellation looks perfect, but to me it looks like mini-mountains with spikes everywhere. And it doesn't matter if I lower the magnitude because it doesn't look good either. I'm creating a photorealistic first-person game, and I'm afraid that the environments appear to look good, but that the player sees this error as soon as he gets close to the ground. I don't know how to fix it, really, could you help me? I hope I've explained myself well, thanks for your help.
Ok, My problem was the meshes where I was executing the material. On a created landscape it does let me use the modeling, but on the ground asset of the star content or on the actor creation plane, it doesn't let me because of the vertices, I imagine I'll have to export to Blender and make more subdivisions. My intention was to do this on walls and make the mix of nanite materials and with tessellation on more surfaces apart from those of the landscape. I'll keep watching your videos to see if I can find it. Thanks.
@@HojDee Hello! I don't want to be annoying. I finally solved everything, but I was very confused when I saw how the tessellation worked well in landscapes, and it didn't work well in meshes like walls and floors, I couldn't solve that. And I have understood about painting vertex that it only works in small spaces and in landscapes thanks to your videos. I'm creating a photorealistic zombie game, and I feel like I'm a very slow learner.
@@JESSJAMES1886 don't worry about that. You're not a slow learner. These stuff are confusing at first. Giveyourself some time. You'll become a fast learner. Glad you could solve it :)
I mean nanite doesn't need traditional vertex. But maybe they'll add it in the future veraions. It's still great for cinematics. And the height blending can be used to create different variations with material instances
@@HojDee i see a lot of people saying things like this- of course nanite needs traditional per-instance vertex painting. being able to displace a heightmap doesn't magically make the utility of per-instance vertex painting disappear. If you don't have that feature, all of those amazing highly detailed meshes end up being copy/pasted around the game- you can already see it happening with lower quality UE games that use megascans "hey theres that log again". what good is all of this extra detail if it's so repetitive? say you have a rock you want to put some moss on a very specific location, so you can't rely on RVT or distance fields. With nanite you'd have to make another copy each time. It's not a real solution, you can't ship a game with 90 slightly different copies of the same rock.
how about some hotkeys on screen. Makes it difficult when we dont know every node in the editor and the hotkeys. Also 4 minutes into the video and youve tried to rerout us to 3 different videos. People shouldnt have to go on a wilde goose chase for video after video after video just to come back to a video to finish. Plz just do the tutorial and show everything.
@@DylansUE5devteam thanks for the comment. The hotkeys I'll try to mention in the future as much as possible. But the linked videos are necessary for people who want to learn more abour a subject. For example I mention that I have a material nodes playlist. I can't explain each node in every video. If anyone is unfamiliar and wants to learn more, they can refer to that playlist. Same goes with enabling nanite displacement. I shouldn't explain the basics of enabling and using it in every video. It's a waste of time for both the viewer and me. So the linked videos help in this sense.
Update: in Unreal Engine 5.5 support for per instance vertex painting on nanite meshes has been added!
@@suraj.1889 I'll check it in the coming days. Thanks for mentioning this
any videos coming soon about vertex painting on nanite instanced meshes? im trying it 5.5 now and not getting any different from 5.4
@@tylermadigan7631 i haven't installed it yet. Willmake a video as soon as i get the hang of it
Reminder: If you are not satisfied with the quality of the "Displacement", you can change the compression of the ORDp maps to "Vector Displacement Map (RGBA8)" and then change the sampler type to "Linear Colour" in the material, but don't forget that this will increase the memory overhead.
Thank you 👌
Brilliant response. 👏
THX!!!!
If you're using a packed 3 channel texture like ORD with the default DXT1 compression in UE, put the displacement in the green channel and use a levels adjustment on the green channel to clip out any unused info at the min/max ends of the range. Can save memory and maximize the quality. The green channel has 1 more bit of data and any unused space in the levels view can be put to better use.
Finally a video where the result looks as good as the thumbnail! 👏Bravo for that.
Thanks :) I'm glad you liked it!
This guy is an Unreal Guru!
@@Johnnyjawbone thanks! :)
This texture and the overall functions are pretty epic and very easy to follow to make your own build from the ground up...nice one. Have a great weekend ♨
Glad you liked it :) thanks for the comment
hey Hojdee thanks for this wonderful tutorial we all really appreciate it but I'm having a issue I'm using unreal engine 5.5 I've done everything I can edit the material But I'm having issue with the mesh painting it doesn't paint my mesh idk what to do if you know about something lemme know I've done everything i can see all materials according to rgb but cannot paint it am I supposed to do something additional for newer versions or what ?
@@BeastEdits778 i haven't worked with 5.5, but I think they've added a new feature to vertex paint nanite meshes
@@HojDee i fixed it it was because you cannot paint unreal assets the plane was ue5 asset so i did it to my landscape and it worked but the nanites are worse my dirt has little particles so same size as other materials doesnt suit should i create not nanite material for dirt ground and grass?
hi i have an issue when i put this material to mesh the edges are separating like the more displacement multiplier value the more gap between edges how to fix this , if i reduce the displacement multiplier gap reduces but still i can see the thin gap and displacement wont be seen please help me fix this
@@prashanthc.m7147 this is one of the things you should consider when using displacement. The mesh will separate on specific parts, like unwrap seams and hard edges.
You could try using tri-planar materials. Sometimes that fixes it
@@HojDee hey thanks for the reply, so basically its unwrapping issue if that is correct then this problem wont be there right ??
@@prashanthc.m7147 it might still happen if you have hard edges.
But on flatter surfaces, fixing the seams will fix this issue
Great tutorial, what about wetness? Have You thought how to add it? Would be great to have it. Also to get a landscape material version.
Watch the next video. I add puddles and weathering effects :)
@@HojDee Amazing, thank You!😁
@@gokussj4af2 you're welcome :)
@@HojDee what about a landscape material version? :)
@@tiagoandrade605 I have a free landscape material on my website. But haven't added displacement to it
Very detailed video! Thanks!
Is there a way to bake the displacement map of the vertex painted asset so I can apply displacement map (with modeling tools) to the mesh to have detailed asset in path trace render too?
@@Samuele_Lini_ARS I haven't done that before. Can't give you a firm answer
does it work on landscape ?
@@AikoOkrecaps no. Vertexpainting doesn't work on landscapes
Maaan with Reflections in the water too aauaghhh. The Puffiness of the snow does indeed look epic lol
Yeah :))
@HojDee Hello everyone, can anyone tell me, after I sculpt the land, I rebuild the land, but then I can’t use vertex paint anymore
@@bofgame4814 you can't use it on landscapes. Just on static meshes
When i am doing a Vertex paint nothing as changing??
@@madhansanjay5755 vertex painting is a bit tricky. You gotta do it until you get the hang of it.
To start, watch this tutorial: ruclips.net/video/VgyyHE6Vkn8/видео.htmlsi=EB-BT6EvpxpxA9nr
Hi. Me too :(
@@bensn4449 watch this video, maybe it helps:
ruclips.net/video/VgyyHE6Vkn8/видео.htmlsi=DiJMQtxHe_VZtNXH
Vertex painting can be a little tricky sometimes. watch this video, maybe it helps:
ruclips.net/video/VgyyHE6Vkn8/видео.htmlsi=DiJMQtxHe_VZtNXH
when i Doing in a Modeling mode plane vertex paint is working but displacement is not working. In normal mode plane displacement is working, vertex paint is not working even though i had loops.
This a very cool but per instance vertex painting is still not working on nanite meshes, so it'll work on your unique plane but never on a modular set of walls. In this case vertex paint will repeat itself on every instance of the aforementioned mesh, creating repetition, which is very counterproductive because vertex painting is used to negate repetition.
Once again, very cool results, but very not production ready.
For similar results on ground just use the landscapes tools and landscape layer blending system (with height selected in your layers' blending modes).
vertex painting is kinda useless unless you using it on a unique mesh like a hero asset or to assign specific texture sets to architecture.
But still, very cool video :P
cheers
Thanks for the comment :)
Yeah I know. I mentioned it in the video that becaise we're doing it from the modelong mode, it affects the source mesh. But using it and playing around with it is still cool.
It's not production ready for games, but for cinematics we can use it. Looks great.
Useful and to the point. Just what I needed. THX!
You're welcome :)
Oh really useful.thanks.i learning so much
@@GongMao glad to hear that man :)
Hello,
I hope you’re doing well.
I’m facing an issue and would appreciate your guidance:
Whenever I try to import a material from Fab into my Unreal Engine project, the material doesn’t load correctly and doesn’t display anything. At one point, I edited its Blueprint, and now I can’t restore it to its original state. Unfortunately, every time I import materials, they don’t work as expected.
I wanted to ask if there’s any way to reset the Blueprint of the material to its default state.
Thank you for your time and assistance.
Hi!
sorry I haven't used Fab. So I don't know how it works.
But if you've edited and saved the material, you can't undo it.
Hello. Can you tell me about calling the node MATERIAL FUNCTION UV Give an explanation, where can I do it?
@@testman-v5l watch this video:
ruclips.net/video/L7qTn5akgAk/видео.htmlsi=sweChlgxsMnpsCdv
👍
Does this work with Runtime Virtual Textures?
I haven't tried it... Maybe I will.
But it should work. There shouldn't be any problem.
If you try it, tell me please.
@@HojDee I have not been able to get it to work. I think the sampling from the RVT doesn't compensate for the visual mesh displacement. I can't find any documentation. But I'm unsure why they aren't playing nice.
@@arthurmarlow3686 That's a bummer. I'll let you know if I get it to work
@@HojDee Thanks Dee! I believe it is possible from reading that the Unreal Sensei updated landscape uses both RVT and Displacement.
@@arthurmarlow3686 well then it should be possible 😅 I've actually added displacement on my landscape material. It had rvt before that. But haven't tried both together
Thank you for a clear explanation on this topic.
Glad it was helpful :)
Thank you a lot! so helpful. and it works well. one thing.... Can i use it for Game development( third person high-end console )? I remember tesselation was heavy at Ue4..
@@greempark5743 glad to hear that :)
right now it's better to use it for cinematic.
Hopefully in the future version they will optimize it for game
@@HojDee Thanks for reply. more detail question is..... 'Cinematic' means.. for rendered video? or real-time sequence Cutscene in game..?
@@greempark5743 both of them. Cut scenes and rendered.
@@HojDee Thanks for answer! 🥰
Thank you very much for your teaching~
I would like to know how to apply this to Landscapes, that would certainly be very exciting.
@@蔡奕霏 you can't vertex paint on landscapes. But you can paint different layers. I don't have a tutorial about that, but you can find if you search for landscape material
@9:13 how you deal with these black shadows ??
@@koniakaftermidnight4437 it's an issue with virtual shadow maps.
If you change the rotation of the sun or look the other way and then look at the surface again, the shadow maps update and the black spots go away
this is really awesome. I think its a bummer that vertex painting nanite meshes can't be done per instance, since that way so much variation would be there in a large area and less repetition. Hope it is something that gets added in future
Yeahhh. I hope so. It will unlock so many possibilities!
Don't Forget to put
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
in Config/DefaultEngine.ini at the end of [/Script/Engine.RendererSettings] section
otherwise you won't see Nanite on meshes.
@@danilovX yeah they're the basic to have tessellation in the first place.
That's why I linked the video about enabling tessellation
Excelente tutorial, muy buen trabajo! Gracias
Thanks :)
This looks amazing! Is it costly in any way, though? I didn't really use tesselation nor displacement in the past.
@@picnawodefotomontage displqcement is experimental right now. It's better to use it in cinematics in my opinion
@@HojDee I see, it's good to know, thanks!
Is it possible export vertex painted models with our without textures ?
@@GeorgeKarala when exporting meshes you can select to export the vertex color or not.
will the displacement have collision?or will the players foot penetrate the displaced parts?
I don't think it has collision. But they may add it in the future
ever since I knew about vertex painting from before, it's always confusing to me the "white/black" (okay I get it it's a mask but it's sill confusing cause you have to fuse that R or G or B , again I understand those represents the three layers of textures) but still I never managed to get that right, always confusing :/...
@@zatlanibrahim5438 it can be confusing like that. The best thing to do is to try it with a simple material (like two colors) before using it on more complex materials. That's what I do
@@HojDee yeah good idea :) thanks for your awesome work, keep up
@@zatlanibrahim5438 glad you like it :)
So cool and inspiring, thank you.
Happy to hear that! Thanks for the comment James :)
How to apply Coloring with this texture to Landscape
@@jzbrothersurgut it's a little bit different. Vertex painting doesn't work on landscapes
hello, i,m a big fan of you and i bought many project files from the Patreon, but i,m a super beginner, so could you make a video how to use your function files to unreal project?
@@indigochoiart hi!
Message me in telegram so I can help you. Join the channel (the link is in the description) and comment on one of the posts. I'll message you there and we'll be in touch
Thank you so much, that help me a lot
@@kimquy40 glad it helped :)
enabling nanite on material? is that correct? i think you need only tessellation. nanite is for objects not materials right?
@@Grigga the option is "used with nanite". Means that we use this material on nanite meshes
hello Hoj Dee, Good day, great video,
You can help me with the mf_uvmanipulation function, how to get it.
@@ManuelArellano-lf6yl thanks manuel!
Watch this video:
ruclips.net/video/L7qTn5akgAk/видео.htmlsi=mIOe7aUXJIZrdK55
Thanks, hojas dee.
Genius, great content!
Glad you liked it :)
Absolutely awesome! Thank you!
You're welcome Yin :)
super awesome, can u also add extra details, like RGB mask or grunge masks to your existed one?
Weathering or grunge and puddle is added in the next video. Watch that one too
Still I think its affect on displacement map color not nanite displacement Magnitude if I'm not wrong which its mage huge difference in details specially on high values of displacement Hight, am I wrong?
did you use the displacement scaling magnitude?
I mean it's under the nanite tessellation section. So it's affecting the tessellation, using the data in the texture. But the texture is not being affected like when we multiply it.
@@HojDee Oh great, really appreciated it
@@KADstudioArchitect happy to help :)
Hi Hoj, I have a problem. I follow your video step by step in detail, I check every adjustment you make to the millimeter, but when it comes to tessellation, my material looks peaked from close up. It's kind of out of focus. It's a shame I can't send you a photo of how it looks because to you it seems that the tessellation looks perfect, but to me it looks like mini-mountains with spikes everywhere. And it doesn't matter if I lower the magnitude because it doesn't look good either. I'm creating a photorealistic first-person game, and I'm afraid that the environments appear to look good, but that the player sees this error as soon as he gets close to the ground. I don't know how to fix it, really, could you help me? I hope I've explained myself well, thanks for your help.
Also, when it comes to painting Vertex, it doesn't suit me.
Ok, My problem was the meshes where I was executing the material. On a created landscape it does let me use the modeling, but on the ground asset of the star content or on the actor creation plane, it doesn't let me because of the vertices, I imagine I'll have to export to Blender and make more subdivisions. My intention was to do this on walls and make the mix of nanite materials and with tessellation on more surfaces apart from those of the landscape. I'll keep watching your videos to see if I can find it. Thanks.
@@JESSJAMES1886 hey Jess. How is ot going? Did you manage to fix the issue?
@@HojDee Hello! I don't want to be annoying. I finally solved everything, but I was very confused when I saw how the tessellation worked well in landscapes, and it didn't work well in meshes like walls and floors, I couldn't solve that. And I have understood about painting vertex that it only works in small spaces and in landscapes thanks to your videos. I'm creating a photorealistic zombie game, and I feel like I'm a very slow learner.
@@JESSJAMES1886 don't worry about that. You're not a slow learner. These stuff are confusing at first. Giveyourself some time. You'll become a fast learner.
Glad you could solve it :)
sensational work !!!!!!!
@@NanoGameLab thanks!
Oooooohhhh stunning tutorial!
I'm glad you liked it Danny :)
Can i do this in ue5.3
I haven't tried it in 5.3
@@HojDee OHk
Excellent video
@@Daz19 thanks man :)
THANK YOU
@@hamdiwadi610 glad you liked it :)
nanite is very cool, but no vertex paint per instance is a total dealbreaker imo
I mean nanite doesn't need traditional vertex. But maybe they'll add it in the future veraions. It's still great for cinematics.
And the height blending can be used to create different variations with material instances
@@HojDee i see a lot of people saying things like this- of course nanite needs traditional per-instance vertex painting. being able to displace a heightmap doesn't magically make the utility of per-instance vertex painting disappear. If you don't have that feature, all of those amazing highly detailed meshes end up being copy/pasted around the game- you can already see it happening with lower quality UE games that use megascans "hey theres that log again".
what good is all of this extra detail if it's so repetitive? say you have a rock you want to put some moss on a very specific location, so you can't rely on RVT or distance fields. With nanite you'd have to make another copy each time. It's not a real solution, you can't ship a game with 90 slightly different copies of the same rock.
@@ABentPaperclip you're right. Let's hope they make it work like non-nanite meshes.
OMG perfect!
Glad you liked it :)
thanks
Glad you liked it :)
greate
Thank you Ehsan :)
ruclips.net/video/3zy5oMXuO04/видео.html i wanna use this with Nanite Tessellation how can i do that
ok i did it
how about some hotkeys on screen. Makes it difficult when we dont know every node in the editor and the hotkeys. Also 4 minutes into the video and youve tried to rerout us to 3 different videos. People shouldnt have to go on a wilde goose chase for video after video after video just to come back to a video to finish. Plz just do the tutorial and show everything.
@@DylansUE5devteam thanks for the comment.
The hotkeys I'll try to mention in the future as much as possible.
But the linked videos are necessary for people who want to learn more abour a subject.
For example I mention that I have a material nodes playlist. I can't explain each node in every video. If anyone is unfamiliar and wants to learn more, they can refer to that playlist.
Same goes with enabling nanite displacement. I shouldn't explain the basics of enabling and using it in every video. It's a waste of time for both the viewer and me. So the linked videos help in this sense.
حس میکنم ایرانی هستی😅
@@gameclub_ir are 😄
داداش تخصصت تو انریل فقط متریاله ؟ یا کلا بازی سازی میکنی؟@@HojDee
you are so fast i can not learn from your video
You can lower the speed, pause the video, and use the subtitle. These will help with the learning