Creating Layered/Mix Materials in Unreal Engine 5 (For Products)

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  • Опубликовано: 23 дек 2024

Комментарии • 39

  • @Highcastle_of_Geek
    @Highcastle_of_Geek 10 месяцев назад +1

    Worked as described and a much better approach than what I was using. Great tut!

  • @elizabethivy1337
    @elizabethivy1337 Год назад +4

    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.

    • @jbrashfx
      @jbrashfx  Год назад +2

      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.

  • @hunterh3d
    @hunterh3d Год назад +5

    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.

    • @jbrashfx
      @jbrashfx  Год назад +2

      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 😂

  • @bubarules
    @bubarules Год назад +4

    Well Explained and straight to the point. Great tuto!

  • @ElPincheTurro
    @ElPincheTurro 10 месяцев назад

    Excellent explanation. Does this produces less or equal amount of draw calls compared to using two materials on a mesh?

  • @diegox7767
    @diegox7767 5 месяцев назад

    Can this be achieved with the new substrate materials?

  • @tahabalti
    @tahabalti Год назад +3

    straight to the point thank you

  • @rubenraya8506
    @rubenraya8506 9 месяцев назад

    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!

  • @AaronWilhite
    @AaronWilhite Год назад +1

    My boy is BACK

    • @jbrashfx
      @jbrashfx  Год назад +1

      2 videos back & feelin GOOD

  • @vickyvey1657
    @vickyvey1657 Год назад

    finally someone explaining it in simple terms...

  • @decorix
    @decorix Год назад +1

    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...?

    • @jbrashfx
      @jbrashfx  Год назад

      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

    • @decorix
      @decorix Год назад

      @@jbrashfx Thanks for the info. Cool:-)

  • @phalhappy8612
    @phalhappy8612 Год назад

    can you reproduce this video but with substrate? and more than 2 layers?

  • @emilsvfx
    @emilsvfx Год назад

    tnx for tut

  • @g3cca887
    @g3cca887 Месяц назад

    I got sm6 error and don' work? I also have sm6 on and in the preview settings

  • @red4666
    @red4666 Год назад +1

    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?

    • @jbrashfx
      @jbrashfx  Год назад

      Good question… I’d need to look into it but I think it’d be possible

  • @bair4ik
    @bair4ik Год назад

    The functions do not work if the strata materials is enabled?

  • @DoctorPersival
    @DoctorPersival Год назад

    how do i create cloth wet-able material ue5?

  • @diego.c4d
    @diego.c4d 6 месяцев назад

    Is there a chance you can share the project files ? thank you sir.

  • @emrearslan9572
    @emrearslan9572 Год назад +1

    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.

    • @jbrashfx
      @jbrashfx  Год назад +1

      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

    • @emrearslan9572
      @emrearslan9572 Год назад

      @@jbrashfx Thank you!

  • @kellyvill9413
    @kellyvill9413 Год назад

    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?

    • @kellyvill9413
      @kellyvill9413 Год назад

      That's ok, a few clicks and it worked 😁🤑🖖👍

  • @BansheeLegion
    @BansheeLegion Год назад

    just what i needed, tnx

  • @its3amagain.
    @its3amagain. 4 месяца назад

    thank you

  • @SuccPapo
    @SuccPapo Год назад

    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

  • @gato-weon
    @gato-weon Год назад +1

    Nice ! Can you do a wine label ?❤

    • @jbrashfx
      @jbrashfx  Год назад +1

      It would be the same process :)

    • @gato-weon
      @gato-weon Год назад

      @@jbrashfx but different material I mean the cristal 😮

  • @gregoriocarreno
    @gregoriocarreno Год назад +1

    Thanks Bro

  • @hortenIX
    @hortenIX Год назад

    strangely just the color is masked.. normal rough spec not, just mixed together..