Thank you for posting this explanation! I knew adding a mixed material in UE5 was possible, so I was digging through the documentation about how to make one properly. However, the docs sometimes skip over really basic but important contextual information. I was stuck on what "material" type I needed to create for this to work.
I’m really hoping for the overhaul of the material system to include something a little more CG friendly. Obviously it’s a game engine but it has so much potential in cinematics now it just needs to be a little more friendly.
For product people coming from C4D or Blender this is invaluable advice dude, it's such a learning curve but shit like this gives me hope that realtime rendering really is the way to go. Do you have any glass experience in UE? Thats one of the biggest asks I have issues getting to look better, even in 5.2, and at that in Lumen only I know it's kind of unrealistic sometimes lol.
Hello! I have a box to which I am making a material that on the outside is something like what you show in your tutorial, and on the inside it has a solid color, but I am having problems because to do this I think you have to use the twosidedsign node, which does not support material attribute mode. Do you know how to solve this? Thank you very much in advance!
Cool and thanks for this workflow. I noticed that you have created a mesh-label in front of the bottle . What if had plastic bottle and you wanted the label with the chrome but not using extra mesh (label) more part of the bottle it self. So basicly one mesh then mixinh the plastic with the label/logo? Can you also use more MF then 2...?
I believe you’d just do that with UV’s or a decal as usual? & as far as using more than 2 I believe you can use the same workflow infinitely if I remember correctly on more than 2 materials
can you make a desolve/reveal material out of this method? like, it's one material, and then all of a suddent, from the middle radiating out, it changes into a different material?
My biggest problem: Where do I get the Images? Do I need to create them myself in Photoshop or does the company provide them if I ask? Its hard to get this things as a beginner, but I would like to make some cool product-vizualisations and send them to companies.
Great tut. My png has a gradient but the gradient is ignored in the final process. When I open the original texture file in UE5 it looks fine but in everyyother material, there's no gradient fade just solid. Any ideas?
shit, i've been working on a ID map based prociedual texture shader and I could have seen this video before! ; _ ; this seems so much more oversee-eble then what 've cooked up
Worked as described and a much better approach than what I was using. Great tut!
Thank you for posting this explanation! I knew adding a mixed material in UE5 was possible, so I was digging through the documentation about how to make one properly. However, the docs sometimes skip over really basic but important contextual information. I was stuck on what "material" type I needed to create for this to work.
I’m really hoping for the overhaul of the material system to include something a little more CG friendly. Obviously it’s a game engine but it has so much potential in cinematics now it just needs to be a little more friendly.
For product people coming from C4D or Blender this is invaluable advice dude, it's such a learning curve but shit like this gives me hope that realtime rendering really is the way to go. Do you have any glass experience in UE? Thats one of the biggest asks I have issues getting to look better, even in 5.2, and at that in Lumen only I know it's kind of unrealistic sometimes lol.
Glass has been pretty much universally a nightmare for me in ue5. I could never claim to have a solution to you at this moment 😂
Well Explained and straight to the point. Great tuto!
Glad it helped!
Excellent explanation. Does this produces less or equal amount of draw calls compared to using two materials on a mesh?
Can this be achieved with the new substrate materials?
straight to the point thank you
Hello! I have a box to which I am making a material that on the outside is something like what you show in your tutorial, and on the inside it has a solid color, but I am having problems because to do this I think you have to use the twosidedsign node, which does not support material attribute mode. Do you know how to solve this? Thank you very much in advance!
My boy is BACK
2 videos back & feelin GOOD
finally someone explaining it in simple terms...
Cool and thanks for this workflow. I noticed that you have created a mesh-label in front of the bottle . What if had plastic bottle and you wanted the label with the chrome but not using extra mesh (label) more part of the bottle it self. So basicly one mesh then mixinh the plastic with the label/logo? Can you also use more MF then 2...?
I believe you’d just do that with UV’s or a decal as usual? & as far as using more than 2 I believe you can use the same workflow infinitely if I remember correctly on more than 2 materials
@@jbrashfx Thanks for the info. Cool:-)
can you reproduce this video but with substrate? and more than 2 layers?
tnx for tut
I got sm6 error and don' work? I also have sm6 on and in the preview settings
can you make a desolve/reveal material out of this method? like, it's one material, and then all of a suddent, from the middle radiating out, it changes into a different material?
Good question… I’d need to look into it but I think it’d be possible
The functions do not work if the strata materials is enabled?
how do i create cloth wet-able material ue5?
Is there a chance you can share the project files ? thank you sir.
My biggest problem: Where do I get the Images? Do I need to create them myself in Photoshop or does the company provide them if I ask? Its hard to get this things as a beginner, but I would like to make some cool product-vizualisations and send them to companies.
Watch this video: ruclips.net/video/19VwD_eY6wA/видео.html
In this version I actually make the maps from the print file provided by the client
@@jbrashfx Thank you!
Great tut. My png has a gradient but the gradient is ignored in the final process. When I open the original texture file in UE5 it looks fine but in everyyother material, there's no gradient fade just solid. Any ideas?
That's ok, a few clicks and it worked 😁🤑🖖👍
just what i needed, tnx
thank you
shit, i've been working on a ID map based prociedual texture shader and I could have seen this video before! ; _ ; this seems so much more oversee-eble then what 've cooked up
Nice ! Can you do a wine label ?❤
It would be the same process :)
@@jbrashfx but different material I mean the cristal 😮
Thanks Bro
🙏🙏
strangely just the color is masked.. normal rough spec not, just mixed together..