Why my material blend is blur?

I tried to create material blend using the beta plugins “modeling tools editor mode” so I can vertex paint on a mesh.

After I created it, it looks blurry on the preview and it is blurry once I put it on the mesh. This is the screenshot.

Any ideas why it looks like this?

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Show us material editor mate.

It’s from megascan, and I followed this tutorial

How to Paint Blend Materials in Unreal Engine 5 with Megascans - YouTube

But then I got blurry material :worried:

Hi! Vertex paint sharpness depends from the vertex density on the mesh. If you use low poly mesh your vertex paint will be blurry. There are two solution. One is obvious, increase the vertex count on the painted ares. Second. Add a contrast node after your vertex color node, and set the contrast with a high value. The first one looks better but use a lot of memory, and in extreme case it will increase your loading time. You can also mix this to technic. Sorry for my english.

This is the screenshot, I put a plane with 100x100 and it’s still blur


I think it is from the material itself, I am not sure it’s the texture settings or what (based on the warning)

I found the solution

Just untick this one and it fixed :grimacing:

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It’s not work for me. For all textures this checkbox unticked, and textures are blurry. Please help

Hi! Where you suggest to add contrast node, into the master blend material? (M_MS_SurfaceBlend_Material)

That info I found in Quxiel forum (but tomorrow forum will be closed, that what because I repost some suggestion) https://help.quixel.com/hc/en-us/community/posts/7270858340893-Blend-Material-Blurry-VT-Textures written by IAN - PRODUCT SUPPORT SPECIALIST:

Hello,

For anyone else who encounters this issue, please note that currently, the Blend Material M_MS_SurfaceBlend_Material provided by Quixel Bridge is not set up for use with Virtual Textures.

When working with Virtual Textures, the master material needs to be altered so that the material instances created from it can also use Virtual Textures.

To get the Material Blend working with Virtual Textures, you’ll need to create a duplicate of the Blend Material master (M_MS_SurfaceBlend_Material), rename it something like M_MS_SurfaceBlend_Mat_VT, and replace each Texture Sampler within with a VT version of the default textures that are currently in use.

Upon opening the newly created VT master material, you’ll notice there are a handful of Material Functions inside;

MF_BlendScatter
MF_PuddleLayer
MF_ScatterLayer
MF_BaseLayerTextures
MF_MiddleLayerTextures
MF_TopLayerTextures

Each of these Material Functions requires that their texture samples be replaced with Virtual Texture versions.

Once all texture samples have been replaced, you can create Blend material instances manually and slot the appropriate Virtual Textures as needed.