Physical Material Mask with 1 Material Slot [UE5 tutorial]

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Published 2022-07-27
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Hello! Long time no see. Today we're covering a highly requested tutorial for those of you who love to optimize your draw calls. If you're using a layered material using masking, chances are you're unable to differentiate between which parts of the mesh are which physical material. This is needed if you want to play footstep sounds or spawn particles depending on the surface. Hopefully this video offers some insight in to how I'm handling it in Prismatica!

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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's

Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)

Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key

My lovely cats names are Boycat, Girlcat and Ladycat :)

All Comments (21)
  • @Maladrum
    This one solved ancient questions, for me. Making a color mask for physical materials was a PAIN, this is very valuable information. Great one!
  • Great video again, I learn so much by watching you! Thanks for your work. And love the way your backpack moves at 2:00 :)
  • @gamax1376
    I was looking for procedural animation tutorials and found your channel, I'm already loving it. I saw the intro of your dream game and I'm surprised we both share the same inspiration and ideas, but for totally different games (relax lol). Never give up, this has gigantic potential, I can't wait to play it
  • @baalrog
    I used a very similar method to do texture masking on a previous project. UV quadrants (+u+v, -u+v, +u-v, -u-v) gave 4 "free" masks to apply different texturesets to the same geo. It only required a single UV set (duplicated verts are bad on mobile), and it was pretty easy to keep UVs around the origin. Just about to watch your Cel shader vid...and probably consume your library of unreal vids as well. Keep up the good work!
  • @crashsantaful
    Сharli, you so impressive! How did you even come up with such an incredible implementation?!
  • @ethanwasme4307
    i spent too much time wagging school to do any real mathy stuff, unreal has taught me a lot though!
  • @TorMatthews
    An improvement on this would be to, instead of line trace by channel, line trace against that specific component that got hit, so there's no risk of hitting some other random object and also to save a bit of performance in the trace from testing other objects.
  • @lz4090
    Great tutorial again. hehe speaking physical, hoping to see more physical animations, the more advanced stuff hehe. You are a great teacher. Btw, not sure if you have dragon IK, it has I think a new feature with optimized workflow for physical animations.
  • Hey ! Pretty much cool your tutorial, I've seen it called from the other "Decal Material" it look alike you explain with mask physical material?
  • @TheEchoSage
    Pris, what computer would you recommend for developing in ue5? I'm mixed between getting a laptop for mobility or a desktop. Any suggestions?
  • @Kein_Alias
    Nice Work 🙂 Keep it Up! 💪 Is it possible to use World Position Offset in a Post Process Material? My Goal is Curved World Post Process World Position Offset Effect.
  • Very nice ,doing a colormask extra for it, is indeed a pain in the bottom:)
  • Thx! this is awesome! just one little thing, there's no link when you point out to the corner and say "thies video here" hehe