Advanced Vertex Painting Shader Showcase | Unreal Engine 5 [Project Files in desc]

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hey so here is the Showcase of this little advaned vertic painting Shader so basically when you here you can see the difference between uh the two of them here is a normal height L ver paining Shader uh and if we look at mine you have the difference so basically what is in this Shader is uh some Parx here some um added normal on the plaster or whatever material you have you can manage that in the instance that we have here if we go there you can see that we have uh the possibility to straighten that normal or to lower it to be um um mostly invisible here you don't have it and there you have it so you also have a shading through the mask that adds details through the transition between those materials here you can see you have a little shading here here compared to what we have there absolutely no shedding on the transition so uh it adds realism realism sorry even though it's uh signalized so let's take a look at the material here we have some parameters um most of them are really easy to master here you have uh as seen before the normal flatness of the material under uh the one you have on top and here are the control parameters for the mask so basically here you have the possibility to add contrast to the mask or to soften it as you can see here you can see the difference right there compared to what we uh have here you have also a mask exponent which is growing The Mask or reducing it like so um a power Shadow mask which is exactly the shadow that you can see here basic basically it's just straightening the shading or lowering it here uh the mask has a noise added to uh the vertic PS that you did to add details and you can control the timing of that noise here so you can see you add details uh if you're working in realism something around 10 or 15 is a good value but even though it's stylized I want to add a little details so that's why we have a lower value here here the transition Shadow contrast is if you're growing it like so with the power here you can add contrast to that to straighten it and sharpening it if you have um my materials for example here you have the texture controls which are the tiling of what you have under everything is connected so as you can see the parallx is changing and the normal on top is changing also um here is the control of the Parx here as you can see Parx is working with um a step here if we go uh like so for example here sorry we can see the steps right there if I'm increasing that number here it will get smoother of course it comes with um performance uh problems so 16 a good is a good value because here we see the problem but it front like so so it's just looking really great you have also the height ratio here to add some depths but um going up in that value means that you need to add a lot of steps right here to make it work you can of course disable The Parallax here of course we have exactly the same parameters for the pler and for the brick so here we can disable it for both of them to have something flat actually working on only with normals and even though the parallx is disabled as you can see it's working pretty well you can change all your textures here directly here um if you want the parlex to work and the height L to work you absolutely need to have the height um of your uh materials here I have the main M High and the ear M height which are for me plaster Andre uh it works with pack map so don't go for roughness metallic and um Ambiance collusion solo Maps you need to pack them you have the templates in designer or in painter so it's easier to export so now let's take a look at the uh Master material that is uh creating this so basically what we have is a vertex color node which is um creating the mask of course taking into account the mask that you've done into the very explaining option it is outling it with the um with the texture that we have for our under map uh to have something that is working great on top of that height lurp we have of course a noise as I said that is multiplying on top of it but since you lost some values you need to multiply it I've put a value of four but this cre something um that works only if you pluming it or Satur saturating it why because unreal is not um working with values um higher than one and lower than zero for mask it will just create problems so you need to get rid of those values by clamping it or saturating it basically what it is doing right after that it is Alpha offsetting your mask so you have um a range that you can work on and you can control that range by contrasting it um contrasting your mask so here it is the main mask used to lurp between um your textures here and the textures of and the mat that are there but to add that shading here what I've done is basically just um darkening the texture that I have for my main M there and um use that that darkened texture with another mask it is just basically um your uh first mask that we created there uh subtracted with how you controlled uh with how you controlled the alpha here if I put this directly into base color so you can see what we have it is basically as you can see just those values use there like here it is what is uh between the under maath and uh the vertex painting that you paint it then of course um that mask we need to control a because as you can see it is full of problems so with a power and a contrast you can use that mask for um the shading effect that we have there uh I added also the option to have it for the ambient occlusion in case you were using screen space and not Lumen so you have details um working also with something else that just base color here we have also the blend angle corrected normals which is what we uh what I use to add this detail normal on top of the plaster here and basically that's all that's just this redex paining Shader it add realism to your scene even though it's St it worked really better and at that uh and compensate that problem that we have with very explaining and smooth transition here it is not like this that it is working so that's pretty great
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Channel: Tom Levy - Game Environment Artist
Views: 1,464
Rating: undefined out of 5
Keywords: unreal engine 5, ue5, ue4, game dev, jeux videos, games, vertex painting, normals, vertex paint, shader, materials, technical art, art, artstation, project files, shading on mask, transitions, vertex blending, blending textures, textures
Id: YUJjmsbZK2k
Channel Id: undefined
Length: 8min 12sec (492 seconds)
Published: Thu Oct 05 2023
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