Thank you, thank you, THANK YOU. You saved my life, I was banging my head for 1-2 months trying to make good cliffs for my level and this basically solved 95% of my problems!
Wow this tutorial will become very handy for me! It would be a dream come true if you could make a tutorial about rock creation, especially the texturing. most of the rock asset tutorials show great ways on how to create the mesh, but the texturing is often done very fast or the results just don't look good. I'd love to see how you guys do it! The Sane demo was very impressive and gave me a lot of ideas for my own worlds! Even if you don't want or can't make a tutorial about rock asset creation I have to thank you! This channel is already a great gift!
Excellent tutorial. And I'd also like the one you suggest for the missing bits of the moss: the benefits are that you explain why you're using nodes, which is seriously helpful when I'm working on another texture. I know you're tied up for now, but if you ever think of doing more tutorials I'll be waiting!
The last tutorial didn't quite work out, i think the textures i was using weren't appropriate, but for this tutorial, it sure worked well. The result is amazing, and due to the quality of the texture i'm using , i even dare say it looks better than yours haha, thanks for posting/making this tutorial. It's a very helpful effect for sure.
Vielen Dank! Mehr Tutorials kommen, wird aber noch etwas dauern, bei uns ist grad viel los und es gibt einige Aenderungen, aber sobald sich alles wieder normalisiert hat geht es weiter :)
That's a great tutorial. I'm only having problems with the UV seams, that insist on having a harsh line. I have redone the UV layout 4 times to find a better compromise.
yes I'd like to know this too...the underlying texture creation is more useful because without them the ue4 combining of them is just helpful not productive. Try finding a tutorial on scanned textures on youtube...
Amazing tutorial ! Top tier on youtube for sure. I'm wondering when the miscoloration moss tut is coming out !! If you're too busy for a full video could you give a quick comment explanation how-to? I'm having trouble picking the range!
Hi Vincent, sorry to tell you that there wont be any new tutorials for now. Ive since moved on to work fulltime at a AAA game studio so this channel is on hiatus for now :/ Picking the range is a really flimsy thing and you will have to tweak that for your individual asset. I found that a strong and noisy normal map really helps as you get ugly wide splotches otherwise.
Fantastic tutorial. i've been playing about with textures after doing this. one thing i'm struggling with is how to get it to change to also work on the vertical faces. so if i was going to use this on a building i could do some on the walls and not just the top edge
Thank you! Good to know. With so many people asking for it we decided to do a tutorial for our master material which will include all those things so stay tuned :)
AMAZING tuorial man !!! helped me a lot with uni project. however im getting 2 errors when i tried to copy ur MaskEdge_Mf node. ([SM5] Function MaskEdge_Mf: Missing function input 'Range') ([SM5] Function MaskEdge_Mf: (Node If) If input B must be of type float.) Will a tutorial be coming out for that bit or am i doing something wrong? Using UE 4.20
Great Tutorial. How would you go about using this texture on a flatter surface say an old brick wall? I found that the texture doesnt sit into it very well
Hey thanks for the awesome tutorial! I've used this on many assets and it looks awesome. I am running into a problem with an asset someone else made though - it seems like the moss only shows on certain parts of the asset.. any idea why? (ex: moss will cover completely one beam of wood, but will not touch one directly next to it, regardless of world position)
This one is so amazing, worked out really great for me :) Searched for moss tutorials for UE4 a long time and this one is just perferct. I have to create an University Project and I'm doing a japanese environment garden thing. Tried it out with a nice stone Lamp and I'm going to use it for all of my other stone stuff :D I was just wondering if its possible to adjust this material so i can use it for some bork for trees? Im super new to the Unreal Engine so its kind of hard to figure out what to change in my Material for myself :'D
Awesome tutorial, the process is super clear and easy to follow! Could you explain what tools you used to create the moss texture, and/or how to reproduce it ourselves?
Hello I am trying to make your tutorial, I changed the Matblend standard with Matblending displacement node, I got the displacement channel to connect to another output. Could you tell me with what kind of node should I connect with my displacement channel in Matblending displacement node? Thanks
will you please do a tutorial.. on how to make our custom model.. then make its animation than make a state machine with that bunch of animations.. we really want more tutorials from you :)
Sadly I have to tell you that we are on hiatus right now and wont be making any tutorials in the foreseeable future. If we ever get back to it we are going to do one for state machines and locomotion :D
Thank you i m waiting :) .. but please do a tutorial for state machie but from the begining.. i mein make a character in any software,then its animations.. add assemble alll in ue4 :)
I tried using this tutorial for UE5. Sadly the blending doesn't seem to work. If I preview it on the square all sides are covered in moss, not showing any of the original material. Does anyone know what to do to fix this?
Could you explain how you pulled up the cords box? All you said was press something but I can't understand what you mean. Press and hold what? Some of us are beginners.
Not really, the video doesnt explain how to manually paint it where i want. What it does explain is how to do it via a slider, which is two different things. My question is, once ive adjusted the amount of "moss" Can i also paint other areas using vertex paint on the mesh myself?
Yes you can, @29:00 instead of lerping between 0 and the blended moss use the moss function output and the blended moss. The vertex color should now allow you to paint in moss instead of removing it. You can also add this on top using a different vertex color giving you the possibility to add and remove moss.
Hi there, first of all, thanks for this wonderful tutorial, I am still don't understand your mean by"instead of lerping between 0 and the blended moss use the moss function output and the blended moss", could you please give me a bit more information, what should I input there instead of 0? what do you mean by moss function, I can't put the function result into the Lerp A slot.
Nice tut. Sad that they aren't active for a while now. :/ Got a short question, would be nice, if someone could help. I want this moss to grow on a tree vertically from the bottom up to a certain point, not on top of the branches somewhere i cant even see from below. Does anyone know, how to?
I'm doing this using vertex colour. Paint the botton of the trunk red vertex colour and then use the Vertex color node in the material as for alpha of the Lerp node (A is bark, B is moss).
i would ask u for help on a project i doing to help me figur out how to paint the materials i used in the project but i see ur not making videos anymore
You can find it only in material function. Maybe you created normal material. Create material function, open it and click right button, type Funtion and you will see FunctionImput ;)
Normally the Function Input node should be available. I suggest that you created a "material" instead of a "material function" (that are two different types). In a material the node "FunctionInput" is not available, but in the video he is creating a "material function" and in that you will be able to find the FunctionInput. Hope that helps.
Hi ! I see it's working for everyone but in my case I could use some help... The moss appears by weird artifacts, even if I blend the moss all around the material. Mesh with moss artifacts : gyazo.com/498f9722d35404172fc96c95fe7b7ea8 Material sphere : gyazo.com/c1405561bdf3fea36a8b1a2956cdc82b
Kia ora Hope you mouth is getting better and that your in good health Thank you so much. I'm now saving these so this ole falla can get stuff looking right in his world I brought a awsome material pack ( forums.unrealengine.com/showthread.php?78569-Poll-Affordable-Landscapes ) I'm using the Island material and trying to add paint layers, which is why I asked about this in your landscape tutorial series Not sure think theres one to come right?, sadyly the guy doen't have a voice and I find it hard to follow tutorials that are just wee red rings on nodes I can't read. Sorry as ole falla's do I'm starting to ramble. Again thanks so much
Haha, thanks the mouth is already healed up, I can eat whatever I want again :D Hm, sorry for now we are done with the landscape material tutorials. My guess is that those landscapes your linked use splatmaps generated in world machine (or similar) to define the layer placement and thats something we arent using in our current project :/ You could try to add another layer similar to how we set up the puddles at the end of the material that comes with those assets (using the outputs, rewiring them into an make material attribute and blending another layer on top of that). Ill let you know if we ever go into this in another video, sorry I cant help you with this atm.
Then add it everywhere else too. Its the same process for any asset :D If you want it on the sides you can vertex paint it too. This setup allows for super fast and good looking initial placement that you can tweak later.
look at this, in 2016 UE4 is having a better organization tools for materials and complex material networks than Maya does in 2019 lol shame on Autodesk