I absolutely love your channel! I mention what I want to create for my first indie game and friends of mine that are gamers always look at me like that's quite ambitious lol but to see you implement what you've learned and share the knowledge is truly motivation! you're a great asset to this community!! I'm more confident than ever to work on my game, because of the strides you've made developing yours, if that makes any sense.. keep up the great work!!
Been having some trouble trying to learn Unreal lately, but then I came into your videos and now I don't feel so lost 😊 Great content! 🙏 congrats for your work
If you mesh is all white instead of showing the vertex colors try this out: When importing the mesh into Unreal you will find a "Vertex Color Import Option" it is under the Advanced taps of the Mesh options. There select "Replace" instead of "Ignore".
@@PrismaticaDev Awesome! Yeah I actually looked into it a bit, that's so cool. Definitely going to play around with that and try to find one I like. Thanks!
Though one thing eludes me is, saturate node is 0-1, but how does it work with - 1 , so in ur vid, vertex colour red minus 0.5 and then x 2 and x - 2, then add saturate node, so end result would of been - 1 and 1 but when u use saturate I'm just lost on how it works with negative values
Welp I’ve got what I needed 4:21 I’ll drop a like for making it quick 😂 I can’t even count the tutorials that describe what they’re about to do, as if there wasn’t a title
Can you make it like each 0.1 number from 0 to 1 on a channel is a seperate texture or effect? If so you could have a lot of options available per channel.
Kind of - if the vertex edges are hard, then you could do masking like that, although if you needed a gradient the effect would fall apart since going from 0 -> 1 would go through all of the layers. For that kind of effect I'd recommend using UV's instead, which I have a video about (search "reduce draw calls")
Thoughts on using RVT on a plane instead of decals to remove draw call issue and get some cool additional material features ? See Runtime Virtual Texture vs Decals videos on YT
What is the float precision of vertex colors in the material editor? I notice that after the second decimal place they change from the colors on the original mesh. This leads me to think that they are only half-precision. Could it be? My goal is to read vertex colors in the Material Editor with at least 6 decimal places fidelity (single precision) to the vertex colors on the original fbx.
Yeah I'm pretty sure they're half floats. If you need full precision, UV channels are your friend. However, that only works if you don't need per-mesh painting
@@PrismaticaDev Thanks! Using UVs is what I'm exploring right now. Regarding Vertex Colors, as I understand they are stored as 8-bit integers and converted to float for editor use, thus losing precision during the float-int-float route... Cheers!
I love how you tried to get your cat to sit and stay and then it just politely told you to Eff off :P Clearly you've had a dog before and expected the same result :P
Hey Charles - really been enjoying your videos which I've been binging on - May I ask would you make your leaves grow (deform scale) using the vertex colour data at varying speeds on a per instance level?? Asking for a friend x
I wanted to understand why use height map in the B channel for the alphas of the lerp. Also why use only one height map and not two since there are two texture, can it be any height map, which height map should I choose between the two textures you're lerping?
Hello! The reason my height channel come from B is because I pack my Normals in to the RG, and then use the B and A for greyscale colour masks/height data. My game project doesn't use colour textures or roughness/specular/metallic maps so I decided to pack everything in to 1 texture to save a bunch of performance and memory. As for using 2 height maps, you totally can! There's a function called "HeightLerp with 2 heightmaps" or something that can do that. I think it works by just adding them together and dividing them by 2 (the average of the heightmaps)
@@PrismaticaDev Thank you for the swift reply. I'm kinda new to this and have no idea how to get heightmaps. Currently using Quixel Mixer at the moment. So far I don't see any height maps on the export options only displacement. Is there a way to get heightmaps from quixel mixer or bridge? Is there anywhere I can generate heightmaps without drawing them myself or maybe pack multiple maps in different channels like you did. Thank you again for the help.
Hey there - I’m not 100% sure I understand. Do you want to use vertex colour as lighting data, eg. Nintendo 64 games. If so, you can use some of the included material functions like ‘blend overlay’ and plug the vertex RGB into there
@@PrismaticaDev Hello, thank you for getting back to me. 😀 Yes, but without being affected by the colour parameters. Using blend_overlay alters the colours of the vertex shading. In my case, I have an item that sines between dark orange and light orange, and I want to overlay the blue vertex lighting data on top of the item without turning it brown. I have tried using the verted colours as a mask, to no avail. Hopefully that makes a little more sense.
@@Iobsterpeterson Ah I think I get you. It sounds like you'll want to use a Lerp, however I'm not sure what would look best to use as the Alpha. Maybe the Length of the R G and B, then saturated/clamped?
is it possible to have multiple paintable (in unreal) vertex color sets? i know in the Last Of Us Part 1 remake they have 2 vertex color sets and i was just wondering if that's something we can replicate in unreal.
I'm not exactly sure - I'm sure it's possible but you wouldn't be able to access them both at the same time. Definitely something I'm interested in though!
Not yet, but I know they're working on it. You can still use "default" vertex colour (aka pre-painted in Blender) but you can't change it per-mesh in the editor. Now sure what's taking them so long haha
Good day sir. How did you save your file (material editor) in a couple of seconds ( 15:38 )? It took me 8-10 seconds to save my material editor just by checking "2 side material" and save. Thank you my unit is RTX 3050, 32g ram, AMD Ryzen 7 5800.
It's just because it's a very small shader - my character shader takes years to save sometimes haha. My specs are similar to yours, so it just varies shader by shader Now that I think about it, are you using Static Lighting? If you disable it in your Project settings, you won't need to compile shaders for that lighting mode (makes it 33% - 50% faster,) also if you aren't using the shader on Skeletal or Cloth meshes, changing the "used by" tickboxes can save some time
@@PrismaticaDev Thank you so much! By the way, I have just noticed why some of my objects turn black in real-time ( I'm using a lumen). But when I turn on my path tracing, it goes back to normal.
Hey Charles, would you have any tips on how to use vertex colors as a material mask using a layered material? For example I would model a car seat and break up the mesh with seams and assign different vert colors to the different parts, would I be able to mask out each of those parts using the assigned colors? How would I go about doing that? Edit : I essentially would want to 'flood' each part of the mesh with a solid color and use that solid color as a mask in UE.
So how does vertex color work with nanite? If I have millions of tris on a model can I get pretty detailed vertex color as well? Anyone tested this? Because I really enjoy painting in zbrush just for the feel of it, it’d be nice if that transfers well with nanite.
@@MaestroRNGs right, i was just wondering if you could get highly detailed vertex paint since nanite allows for very polygon dense meshes so therefore higher vert pain resolutions
The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/prismaticadev09221
2:15 There are also smooth and/or dirty vertex colors functions that can take care of that issue in the Paint menu at the top.
I absolutely love your channel! I mention what I want to create for my first indie game and friends of mine that are gamers always look at me like that's quite ambitious lol but to see you implement what you've learned and share the knowledge is truly motivation! you're a great asset to this community!! I'm more confident than ever to work on my game, because of the strides you've made developing yours, if that makes any sense.. keep up the great work!!
His Twitch account is in the video description.
Been having some trouble trying to learn Unreal lately, but then I came into your videos and now I don't feel so lost 😊
Great content! 🙏 congrats for your work
If you mesh is all white instead of showing the vertex colors try this out: When importing the mesh into Unreal you will find a "Vertex Color Import Option" it is under the Advanced taps of the Mesh options. There select "Replace" instead of "Ignore".
I've been looking for this for a very long time!
Woah, great video mate!
Damn its been so long since i've been working on game dev stuff that i've missed all these videos from charlie xD i need to binge
Awesome. The last tip about splitting the same channel is great.
Yay! New vid!
Glad you are doing more videos again
Nice tutorial and great talking style!
Another amazing video. By the way, what is the background you have inside your blueprint editor window? That's awesome!
It’s just an editor setting - it’s a material! :)
@@PrismaticaDev Awesome! Yeah I actually looked into it a bit, that's so cool. Definitely going to play around with that and try to find one I like. Thanks!
@@PrismaticaDev where is that setting? I need that :D
this is pretty damn powerful
Love you and your tutorials!
Thanks man, the 3 materials setup with 1 vertex channel has been solved
Though one thing eludes me is, saturate node is 0-1, but how does it work with - 1 , so in ur vid, vertex colour red minus 0.5 and then x 2 and x - 2, then add saturate node, so end result would of been - 1 and 1 but when u use saturate I'm just lost on how it works with negative values
Thank you
14:25 it is what i keep repeating myself when i see the shish that i make
such an undersated channel. Love your content
Beautiful!
Legend as always
Welp I’ve got what I needed 4:21
I’ll drop a like for making it quick 😂 I can’t even count the tutorials that describe what they’re about to do, as if there wasn’t a title
U BEST!!!
best of the best always
Can you make it like each 0.1 number from 0 to 1 on a channel is a seperate texture or effect? If so you could have a lot of options available per channel.
Kind of - if the vertex edges are hard, then you could do masking like that, although if you needed a gradient the effect would fall apart since going from 0 -> 1 would go through all of the layers. For that kind of effect I'd recommend using UV's instead, which I have a video about (search "reduce draw calls")
A Master Class about Vertex Color. Awesome
Thoughts on using RVT on a plane instead of decals to remove draw call issue and get some cool additional material features ?
See Runtime Virtual Texture vs Decals videos on YT
wait, how did you put an animating picture behind your material editor node graph?! 🤨😮🤩😀😍
Search "background" in your Editor Preferences
Kindly explain how you did the *FUNCKY STUFF* at 6:33 of the video
works gj
What is the float precision of vertex colors in the material editor? I notice that after the second decimal place they change from the colors on the original mesh. This leads me to think that they are only half-precision. Could it be? My goal is to read vertex colors in the Material Editor with at least 6 decimal places fidelity (single precision) to the vertex colors on the original fbx.
Yeah I'm pretty sure they're half floats. If you need full precision, UV channels are your friend. However, that only works if you don't need per-mesh painting
@@PrismaticaDev Thanks! Using UVs is what I'm exploring right now. Regarding Vertex Colors, as I understand they are stored as 8-bit integers and converted to float for editor use, thus losing precision during the float-int-float route... Cheers!
I love how you tried to get your cat to sit and stay and then it just politely told you to Eff off :P Clearly you've had a dog before and expected the same result :P
Hahaha I’ve lived with every animal under the sun. They all understand eventually :P
Btw I was wondering what is the ue’s texture projection thing? Is it like a type of decal or something else?
nice
How would you approach this with the new substrate material?
Hey Charles - really been enjoying your videos which I've been binging on - May I ask would you make your leaves grow (deform scale) using the vertex colour data at varying speeds on a per instance level?? Asking for a friend x
Contractural obligations are the best form of motivation.
Jokes aside, great video! gave me some new insight
How can I save the model with painted vertex colors? To place already painted model in other level...
I wanted to understand why use height map in the B channel for the alphas of the lerp. Also why use only one height map and not two since there are two texture, can it be any height map, which height map should I choose between the two textures you're lerping?
Hello! The reason my height channel come from B is because I pack my Normals in to the RG, and then use the B and A for greyscale colour masks/height data. My game project doesn't use colour textures or roughness/specular/metallic maps so I decided to pack everything in to 1 texture to save a bunch of performance and memory.
As for using 2 height maps, you totally can! There's a function called "HeightLerp with 2 heightmaps" or something that can do that. I think it works by just adding them together and dividing them by 2 (the average of the heightmaps)
@@PrismaticaDev Thank you for the swift reply. I'm kinda new to this and have no idea how to get heightmaps. Currently using Quixel Mixer at the moment. So far I don't see any height maps on the export options only displacement. Is there a way to get heightmaps from quixel mixer or bridge?
Is there anywhere I can generate heightmaps without drawing them myself or maybe pack multiple maps in different channels like you did.
Thank you again for the help.
Displacement is another name for Height, so that should work fine! :)
@@PrismaticaDev Thank you, that pretty much solves my problem. More power to you man. Looking forward with your game.
Commenting for the algorithm!
How would you go about overlaying the vertex colours as lighting without it being affected by the colour parameters?
Hey there - I’m not 100% sure I understand. Do you want to use vertex colour as lighting data, eg. Nintendo 64 games.
If so, you can use some of the included material functions like ‘blend overlay’ and plug the vertex RGB into there
@@PrismaticaDev Hello, thank you for getting back to me. 😀
Yes, but without being affected by the colour parameters. Using blend_overlay alters the colours of the vertex shading. In my case, I have an item that sines between dark orange and light orange, and I want to overlay the blue vertex lighting data on top of the item without turning it brown. I have tried using the verted colours as a mask, to no avail. Hopefully that makes a little more sense.
@@Iobsterpeterson Ah I think I get you. It sounds like you'll want to use a Lerp, however I'm not sure what would look best to use as the Alpha. Maybe the Length of the R G and B, then saturated/clamped?
hi thx for the tutorial, question how add displacement texture from the mix texture? for this method?
the name of the video should be the power of Vertex colour
how would you tackle lod popin? Vertex colors look great but the lods are changed. It's really noticeable.
is it possible to have multiple paintable (in unreal) vertex color sets? i know in the Last Of Us Part 1 remake they have 2 vertex color sets and i was just wondering if that's something we can replicate in unreal.
I'm not exactly sure - I'm sure it's possible but you wouldn't be able to access them both at the same time. Definitely something I'm interested in though!
So I guess there's no way to do this on nanite yet?
Not yet, but I know they're working on it. You can still use "default" vertex colour (aka pre-painted in Blender) but you can't change it per-mesh in the editor. Now sure what's taking them so long haha
Ah ok, hopefully it comes out soon. Great tutorial regardless, the osrs music is a nice touch @@PrismaticaDev
Good day sir. How did you save your file (material editor) in a couple of seconds ( 15:38 )? It took me 8-10 seconds to save my material editor just by checking "2 side material" and save. Thank you
my unit is RTX 3050, 32g ram, AMD Ryzen 7 5800.
It's just because it's a very small shader - my character shader takes years to save sometimes haha. My specs are similar to yours, so it just varies shader by shader
Now that I think about it, are you using Static Lighting? If you disable it in your Project settings, you won't need to compile shaders for that lighting mode (makes it 33% - 50% faster,) also if you aren't using the shader on Skeletal or Cloth meshes, changing the "used by" tickboxes can save some time
@@PrismaticaDev Thank you so much! By the way, I have just noticed why some of my objects turn black in real-time ( I'm using a lumen). But when I turn on my path tracing, it goes back to normal.
hey, how'd you get that fancy animated background in the material editor?
Yeah I've got to know this as well!
Hey Charles, would you have any tips on how to use vertex colors as a material mask using a layered material? For example I would model a car seat and break up the mesh with seams and assign different vert colors to the different parts, would I be able to mask out each of those parts using the assigned colors? How would I go about doing that? Edit : I essentially would want to 'flood' each part of the mesh with a solid color and use that solid color as a mask in UE.
Good question! You could use vert colours, however I would suggest using my UV-masking method in this video ruclips.net/video/ncwW5KNQ1Eg/видео.html
So how does vertex color work with nanite? If I have millions of tris on a model can I get pretty detailed vertex color as well? Anyone tested this? Because I really enjoy painting in zbrush just for the feel of it, it’d be nice if that transfers well with nanite.
You can import meshes with vertex colors and they will work with nanite, but afaik you can't paint them inside unreal.
@@MaestroRNGs right, i was just wondering if you could get highly detailed vertex paint since nanite allows for very polygon dense meshes so therefore higher vert pain resolutions
god bless u xdd
Vertex Colors as Masks, how original......ZZZzZZzzzzZZZzzzz
we said where did ya come from cotton eye'd joe at the same time lmao