Visual Tech Art
Visual Tech Art
  • Видео 42
  • Просмотров 853 526
Decal Normals are Broken, here's the fix
If you ever used Decals in Unreal Engine, you already know what I mean. They can't apply normals as we would expect.
I've finally sat down and spent the time to find a satisfying solution.
__________________________________________
Download Sample Project: jumpeter.gumroad.com/l/DBufferOrientedNormals
__________________________________________
Videos mentioned:
Triplanar Mapping: ruclips.net/video/Cq5H59G-DHI/видео.html
Normals from Depth: www.patreon.com/posts/113860194
__________________________________________
Reoriented Normal Blend MF:
Artstation Showcase: www.artstation.com/artwork/Zevywm
Gumroad: wenceslas.gumroad.com/l/pkbkj
__________________________________________
Join Discord: discord.gg/Y...
Просмотров: 6 873

Видео

Physically Based Cel Shading
Просмотров 123 тыс.3 месяца назад
In this video we go through the break-down of the most common approach to create toon looking images in Unreal Engine, we'll see what works and what doesn't. Then we'll build up to a new Cel Shading approach that doesn't break physically based rules. Following with few sample tricks to improve the image and re-purposing elements as the outlines to work better with this new concept. Videos menti...
Follow-up of Physically Based Lighting and Cinematics - Lighting for Videogames
Просмотров 2,5 тыс.4 месяца назад
This is a follow-up of this video: ruclips.net/video/vbMvkEITTmo/видео.html Full Playlist: ruclips.net/p/PLeZBLcP_xVMj9_CnnbrAwI_InfEwwVqac Remember to join my Discord to have a direct channel of communication with Eros! Discord: discord.gg/YvXq3t675Q Patreon: www.patreon.com/VisualTechArt EROS CONTACTS: LinkedIn: www.linkedin.com/in/eros-dadoli-642777122/ Artstation: www.artstation.com/aerys97...
Next Level Triplanar Mapping: Assets, Skeletals and Dithered [UE5]
Просмотров 8 тыс.6 месяцев назад
This video is the continuation of my previous one, in which we go through a correct implementation of the triplanar projection mapping technique for locally map textures in our shaders. Previous Video: ruclips.net/video/Cq5H59G-DHI/видео.html Download: jumpeter.gumroad.com/l/tri-penta-enna-planar Discord: discord.gg/YvXq3t675Q Patreon: www.patreon.com/VisualTechArt
Intro to Physically Based Lighting and Cinematics - Lighting for Videogames
Просмотров 11 тыс.7 месяцев назад
This video has a follow-up: ruclips.net/video/yhu-QoEgHUo/видео.html Full Playlist: ruclips.net/p/PLeZBLcP_xVMj9_CnnbrAwI_InfEwwVqac Remember to join my Discord to have a direct channel of communication with Eros! Discord: discord.gg/YvXq3t675Q Patreon: www.patreon.com/VisualTechArt EROS CONTACTS: LinkedIn: www.linkedin.com/in/eros-dadoli-642777122/ Artstation: www.artstation.com/aerys97 Instag...
Your Triplanar is wrong. Here's how to make one that works. [UE5]
Просмотров 24 тыс.8 месяцев назад
In this video we go through a correct implementation of the triplanar projection mapping technique for world mapping textures in our shaders. We discuss it's properties, advantages and shortcomings. Then we build on that to create some new and better tech to fit it on the landscape material. Download: jumpeter.gumroad.com/l/tri-penta-enna-planar Discord: discord.gg/YvXq3t675Q Patreon: www.patre...
Comic Book PostProcess [UE5, valid for UE4]
Просмотров 14 тыс.11 месяцев назад
In this video we go through the realization of an analogic offset print dotted pattern post process material, for a printed comic stylized look. This tutorials covers the creation of the grid of dots, the reproduction of an image through discrete shapes, the conversion from RGB to four colour process (CMYK) and viceversa, plus a bonus. Gimli and Legolas models have been made from Gianluca Squil...
Cross-Hatching material Post Process [UE5, valid for UE4]
Просмотров 30 тыс.Год назад
In this video we go through the realization of a cross-hatching post process material. This shader reproduces the hand drawn look, for a stylized rendering. Gimli and Legolas models have been made from Gianluca Squillace: www.artstation.com/artwork/d0kyNx Become a Patreon for a discount ;) Cross Hatching Sample Project: jumpeter.gumroad.com/l/VTA_CrossHatching Outline Post Process: jumpeter.gum...
Bringing the Spiderverse into UE5 - Tech Art exploration fun
Просмотров 4,9 тыс.Год назад
This is not a tutorial as usual, but more of a showcase of what I've been up to lately! Since I saw Spider-Man: Across the Spider-Verse at the cinema I really wanted to try out few things that might lead towards a real-time reproduction of that amazing style. Here I managed to reach a satisfying result, given the time I put in, even though there would be much more work to do to make it actually...
Dissecting Substrate - Part 1 [UE5.2]
Просмотров 7 тыс.Год назад
In this video we dive into the new shader pipeline that was revealed by Epic in Unreal Engine 5.2, Substrate! We try to analyze everything as best as we can and make our own conclusion about how a new generation material pipeline might work. The test shader you see in this video can be found on my Patreon. Discord: discord.gg/YvXq3t675Q Patreon: www.patreon.com/VisualTechArt
Procedural UV Mapping in Shaders
Просмотров 9 тыс.Год назад
In this video I walk you though how to obtain some of the most used UV coordinates directly inside the material editor. This is a universal topic that applies to every software that allows you to play with shaders: Unreal Engine 4, UE5, Unity, Godot, Blender, Shadertoy, you name it! The uv mappings I explain are the cylindrical, the spherical and one that as far I know I've invented while worki...
Outline Stylized Material - part 1.5 [UE5, valid for UE4]
Просмотров 23 тыс.Год назад
Outline Stylized Material - part 1.5 [UE5, valid for UE4]
How to fake 8K texture quality [UE5/UE4]
Просмотров 8 тыс.Год назад
How to fake 8K texture quality [UE5/UE4]
4K textures are USELESS!
Просмотров 17 тыс.Год назад
4K textures are USELESS!
This is NOT a Sphere! - A brief Ray-Casting overview for gamedev [UE5, UE4]
Просмотров 8 тыс.Год назад
This is NOT a Sphere! - A brief Ray-Casting overview for gamedev [UE5, UE4]
Outline Stylized Material - part 1 [UE5, valid for UE4]
Просмотров 49 тыс.Год назад
Outline Stylized Material - part 1 [UE5, valid for UE4]
The ONLY texture a game NEEDS [UE4, valid for UE5]
Просмотров 73 тыс.Год назад
The ONLY texture a game NEEDS [UE4, valid for UE5]
ADVANCED VORONOI fixes problems you didn't know about (UE4, valid for UE5)
Просмотров 12 тыс.2 года назад
ADVANCED VORONOI fixes problems you didn't know about (UE4, valid for UE5)
Smooth Min&Max - math for visual people
Просмотров 4,8 тыс.2 года назад
Smooth Min&Max - math for visual people
HYPER-REALISTIC Grass Wind Animation [UE4, valid for UE5]
Просмотров 37 тыс.2 года назад
HYPER-REALISTIC Grass Wind Animation [UE4, valid for UE5]
Dissecting and Optimizing UE's Simple Grass Wind material function
Просмотров 4,7 тыс.2 года назад
Dissecting and Optimizing UE's Simple Grass Wind material function
Understand Voronoi and its Implementation (UE4, valid for UE5)
Просмотров 13 тыс.2 года назад
Understand Voronoi and its Implementation (UE4, valid for UE5)
Fish Eye Post Process Effect (UE4, valid for UE5)
Просмотров 11 тыс.2 года назад
Fish Eye Post Process Effect (UE4, valid for UE5)
Comprehensive Niagara Structure Overview (UE4, valid for UE5)
Просмотров 3,5 тыс.2 года назад
Comprehensive Niagara Structure Overview (UE4, valid for UE5)
Advanced Volumetric Fog with Ray Tracing (UE4, valid for UE5)
Просмотров 19 тыс.2 года назад
Advanced Volumetric Fog with Ray Tracing (UE4, valid for UE5)
How to make Camera Facing Billboards (UE4, valid for UE5)
Просмотров 32 тыс.2 года назад
How to make Camera Facing Billboards (UE4, valid for UE5)
Vertex Animation Basics in Shaders using World Position Offset (UE4, valid for UE5)
Просмотров 21 тыс.2 года назад
Vertex Animation Basics in Shaders using World Position Offset (UE4, valid for UE5)
Worn Out VHS Post Process Effect and creative uses of Vector Noise node (UE4, valid for UE5)
Просмотров 11 тыс.3 года назад
Worn Out VHS Post Process Effect and creative uses of Vector Noise node (UE4, valid for UE5)
Cel Shading and Light Types (UE4, valid for UE5)
Просмотров 100 тыс.3 года назад
Cel Shading and Light Types (UE4, valid for UE5)
Infinite Non-Repeating details in materials (UE4, valid for UE5)
Просмотров 8 тыс.3 года назад
Infinite Non-Repeating details in materials (UE4, valid for UE5)

Комментарии

  • @LollyPoppi
    @LollyPoppi 8 часов назад

    Hey, really love they effect! I wanted to know if it's possible to apply this only on shadow? I'm totally new on this and learning. Thanks.

  • @chalobeats8971
    @chalobeats8971 13 часов назад

    Absolute chad

  • @LollyPoppi
    @LollyPoppi 2 дня назад

    So clean! We're gonna use it for sure!

  • @Tenchinu
    @Tenchinu 3 дня назад

    this is extraordinary impressive, but im too dumb/noob for know if i can use it… so just gonna ask in case some bigbrain kind soul has an answer in the future: could this be used to set up a master material for the while game, and create instances to drop the textures maps i made in substance for my characters/props/environment? :)

    • @VisualTechArt
      @VisualTechArt День назад

      You can't use it as a master material because it is a post process material, it doesn't go on any specific mesh, but on the screen after everything has been drawn on it (a bit like opening your render in Photoshop and tweaking it). But you can (should) organize your mesh material to account for this filter that will get applied :)

    • @Tenchinu
      @Tenchinu День назад

      @@VisualTechArt thnk u very much! :) i am starting to watch more of ur vids to understand all this… but if u ever get the time, i would love to see a vid on how to apply this into a game asset. Gotta experiment in Substance, but would love to know what to take into account before putting it in UE. Gonna have to get me some cool rainbow LotR models for it tho :)

  • @Frtc-Pokemon
    @Frtc-Pokemon 5 дней назад

    The visual is really insane! I tried it and it works great! The video with the explanations is just as amazing too haha! I've subscribed, can't wait to see the next videos, whatever the subject!

  • @Alopin
    @Alopin 6 дней назад

    perfect explanation for newbies!

  • @JasonBrunner-SM
    @JasonBrunner-SM 8 дней назад

    Thank you very much for taking the time to dive into a topic from a professional point of view and giving people a solid foundation to work from. The minute I realized, oh, this is how we get to that feeling of "shooting in RAW" it makes you realize how many people (myself included) are starting from the defaults giving to them and just piling on band aid after band aid to try and get the look they want. Please keep the in depth information coming. 👍

  • @IbtesamSadiq
    @IbtesamSadiq 9 дней назад

    I am trying to implement height blending based on smoothStep expression but it doesn't look right. till division it's same but when I add 0.5 and sature after the smooth step result. it gives me greyish result. if use constantBaiseScale it offsets the result when I changes the falloff (smoothness) value

    • @VisualTechArt
      @VisualTechArt День назад

      Mmm not sure I understood well, but consider that the smoothstep has a built in saturate node, so if you add 0.5 to recover some negative ones it won't work :) You'll have to reorganize things to account for it

  • @Batl_Toad
    @Batl_Toad 13 дней назад

    ruclips.net/video/eBS3BOI5KnM/видео.html - It bleaches the whole scene when I put 120000.0 lux as the directional light, after this the only time I can 'see' anything is either unlit, or through the PPvolume being enabled infinite extent, is this intended?

    • @Batl_Toad
      @Batl_Toad 13 дней назад

      so like you said in later comments, I really just started to mess with the sliders and I have now a result that I am happy with, turning down the lux and then adjusting the exposure levels gave me the results I was looking for while maintaining the logic of the physics based shader, thank you greatly for helping my finally land the aesthetic that I was trying to pull off. Old school voodoo 3d graphics ( like the 90s early 3d gaming era ).

  • @hoodiekid8439
    @hoodiekid8439 13 дней назад

    I'll try to add it to my path traced anisotropic kuwahara experiment

  • @samuelbowers3289
    @samuelbowers3289 14 дней назад

    I have just got to the material function part and was wandering what the orange, green, and purple nodes are. They are named a, b, c, d, e. I cannot find them anywhere?

  • @Dilligff
    @Dilligff 14 дней назад

    Others: "Wow. This really helped me solve those issues I had with using decals." Me: "I'm going to avoid using decals on non-flat surfaces like the plague."

  • @JP-eo2pb
    @JP-eo2pb 14 дней назад

    Thanks for an incredible tutorial. I've been using an ACEScg 1.2 ocio config setup in Unreal for my cinematic projects and was wondering if the postProcessVolume setup in your tutorial would override any of the visual settings? I've got a log display transform option to check the luminosity and ensuring the image can be as neutral as possible, but not 100% sure if your postProcessVolume is aimed to achieve the same goal without using a standardised working colorspace?

    • @VisualTechArt
      @VisualTechArt 12 дней назад

      I don't feel super confident in answering you about this as it goes a bit out of my knowledge area, but if you want you can ask Eros (the guy I've made the lighting videos with) directly in my Discord Server, I'm sure he'll be able to answer :)

    • @JP-eo2pb
      @JP-eo2pb 12 дней назад

      @@VisualTechArt No worries. Thanks for the response. I'll check the Discord server!

  • @fulgi1556
    @fulgi1556 14 дней назад

    How do you create function nodes at 5:41? are those "in engine" nodes or a collapsed group? Great tutorial btw, very helpful.

    • @fulgi1556
      @fulgi1556 14 дней назад

      i just found out that i can't see input functions in the graph editor. don't know why.

    • @VisualTechArt
      @VisualTechArt 12 дней назад

      Because that's a Material Function, not a Material :)

  • @BrutalMagik
    @BrutalMagik 14 дней назад

    You keep this shit up and Epic is going to give you a job offer man. Another awesome video as always! 😎

  • @roadtoenviromentartist
    @roadtoenviromentartist 15 дней назад

    Amazing job like always. Do you know in this cases why I have in the version 5.x has artefacts in the shadows event the shadows not is dynamic?. Do you think that the problem is something of lumen and nanite world?. More problems with the normal representation when I create dynamic movements using mathematics. Example: Waves in a plane moving the vertex position with a shader. Or using vertex animation texture the shadows not is working well and the normal of this assets have bugs. However when I use this methods In the version 4.x I have not problems.

    • @VisualTechArt
      @VisualTechArt 14 дней назад

      Not sure tbh, I should check. But yeah, it's probably something related to VSM update, lumen and so on :)

  • @CursorChan
    @CursorChan 15 дней назад

    Actually u can enable CVarDBufferDecalNormalReprojectionEnabled to get the scene pixel normal from last frame in deferred decal materal

    • @VisualTechArt
      @VisualTechArt 14 дней назад

      Ah there you go! At some point I was skimming through the HLSL to see if there was a place where the shader was clearly creating the normals from depth but I couldn't find it. Instead I stumbled on the Reprojection thing, which left me puzzled as the engine was clearly not reprojecting previous frame normals xD

    • @JulienFournierJulinoleum
      @JulienFournierJulinoleum 14 дней назад

      Where is that CVar? It doesnt show up in my console

    • @matfsum
      @matfsum 2 дня назад

      @@JulienFournierJulinoleum r.Decal.NormalReprojectionEnabled

  • @tbarsnessvfx
    @tbarsnessvfx 15 дней назад

    This video is tier one. Thank you for going though the drudgery of figuring these technical puzzles so we don't have to .

  • @TheGerislavcheva
    @TheGerislavcheva 15 дней назад

    Hi! Your tutorial is awsome but im struggling to understand. Are the red nodes that you are yousing at 5:42 Named routs also?

    • @VisualTechArt
      @VisualTechArt 14 дней назад

      They're Function Inputs :) I'm editing a Material Function in that bit

  • @_anty_
    @_anty_ 15 дней назад

    Really good video. Additionally you may try to use the Light Vector Z axis to get Decal depth. It was never documented, but it works.

    • @VisualTechArt
      @VisualTechArt 15 дней назад

      Wait, what??

    • @_anty_
      @_anty_ 15 дней назад

      Light Vector dot normal will produce gradient which will be the decal gizmo depth.

  • @da-mor
    @da-mor 15 дней назад

    Amazing topic. Great Editing :D

  • @pfannkuchengesicht42
    @pfannkuchengesicht42 15 дней назад

    Would be great to mention UE in either the title or the thumbnail.

  • @DannyArtNL
    @DannyArtNL 15 дней назад

    Epiccc! Never knew this was happening, incredible fix!

  • @hellomistershifty
    @hellomistershifty 15 дней назад

    the editing/vibe of this video is top notch, makes decal normals feel lively and interesting

  • @3DWithLairdWT
    @3DWithLairdWT 15 дней назад

    Quaternions have entered the chat

  • @Ardaria_survival
    @Ardaria_survival 15 дней назад

    Perfect video, I don't know anything about decals yet and I'm pretty sure that after the video, I will know more than 99% of game devs

  • @River_Salmon_Dev
    @River_Salmon_Dev 15 дней назад

    used to pray for times like this 🙏

  • @hyunsulee1212
    @hyunsulee1212 15 дней назад

    Always a good tutorial

  • @sanketvaria9734
    @sanketvaria9734 15 дней назад

    Basically. Avoid using normals for decals for lowpoly, non flat mesh.

    • @VisualTechArt
      @VisualTechArt 15 дней назад

      Unless you go for the low poly hard edged style I guess xD

    • @sanketvaria9734
      @sanketvaria9734 15 дней назад

      @@VisualTechArt in our company we tried to create world aligned tilable texture for decal and faced these exact same issues. Dropped it, and decided to use traditional decal. But videos like this help understand the inner workings to make educated decision on optimisation as well. We know what to do and not to save headaches.

  • @Art_of_Syn
    @Art_of_Syn 15 дней назад

    Love these explorations, top notch work. GG👍

  • @Fabio-zc7bs
    @Fabio-zc7bs 15 дней назад

    Perfect as always!

  • @mohammaddh8655
    @mohammaddh8655 16 дней назад

    already watched it three times and i dont understand a word 😢

  • @Viking71345
    @Viking71345 16 дней назад

    i loved

  • @HappyGhetto
    @HappyGhetto 18 дней назад

    I would love to learn more about forward rendering in Unreal engine which seems to be notoriously under documented. Perhaps for an effect such as "render layers", which is commonly used in FPS games to render the first person arms/weapon "on top" of everything else to prevent it from clipping. In deferred you must scale vertices towards the camera or simply scale the mesh down a lot which messes with lighting. I also tried experimenting with modifying the rendering code in a source build of the engine by adding a half lambert diffuse to direct lighting in a similar way to TF2 and Valorant, but I could never get it to fit well with the indirect lighting. Having someone as knowledgeable as yourself explore these topics would be amazing!

    • @VisualTechArt
      @VisualTechArt 17 дней назад

      Tbh I never used the Forward Pipeline in UE until now (just a heavily modified version of UE to make it more Forward Render-y), so it would be a new experience for me too :D Maybe one day ahahah

  • @Cloroqx
    @Cloroqx 19 дней назад

    Great talk, guys! This will surely blow up over time, as more and more people find it. As a former color grading artist turned tech artist, this was really fun to follow along with and quite accurate.

  • @ASTR0KARMA
    @ASTR0KARMA 19 дней назад

    Hi, I tried to reproduce your shader and I couldn't make it to work. It gave me a full black result so I guess I mess somewhere. The LaplancianFilter_Normal give me a good result, but I was wondering if it is normal that my LaplacianFilter_Depth always return me 1. When I preview at the Mask(A) I get a full white result, so at the end the max node is also gonna give a full white result and the 1-x is turning my result into a full black image. The material is set to post processing, the blending location to Scene Color After DOF ( beceause I'm doing this with unreal 5.4). Any idea ? I'm a beginner in shader graph, not in coding. I wanted to make your shader work in order to test with other matrix.

    • @VisualTechArt
      @VisualTechArt 15 дней назад

      Kinda hard to tell from here, be sure to double check your code is correct and you add all the required thresholding after the custom node :)

  • @ByAndrewsDesign
    @ByAndrewsDesign 20 дней назад

    Great tut! Proper workflow starts at 8:00

  • @SquackSpencer
    @SquackSpencer 20 дней назад

    I have a question: What if you use Forward Rendering? Wouldn't that allow us to make a true Cel-Shading using Custom Nodes on the objects themselves?

    • @VisualTechArt
      @VisualTechArt 20 дней назад

      Yes, that would be the ideal scenario :)

  • @ArcanaTheory-8
    @ArcanaTheory-8 21 день назад

    Exactly the video I was looking for. Will be trying this out this week.

  • @estherrobertsson5837
    @estherrobertsson5837 21 день назад

    First of love the tutorial. Second thing is that I'm currently working on a project where I need a cel shader where I can freely change the shadow AND highlight colour. These objects will have image textures on them as well. From a quick google search, changing the shadow colour seems to be doable, but I dont get much information on how you would change the colour of the highlight.

    • @VisualTechArt
      @VisualTechArt 20 дней назад

      Can't you use the section where I colourize highlights and shadows?

  • @brunograziani5452
    @brunograziani5452 22 дня назад

    I dont know why but its giving me an error about the float2, I did the same code you did in the video so I dont understand why

    • @VisualTechArt
      @VisualTechArt 20 дней назад

      Can't help you with this little info :) Try to read the error, most of the time it's written a bit funny but then you can interpret its meaning

  • @KandyBrainz47
    @KandyBrainz47 22 дня назад

    The results look amazing, but id like to see it in a scene with more building props/details as well as on a character that's more complete. Seeing the effect on solid color character doesn't give me enough data information to understand what it would look like on a finished character. if its possible could you do a video showcasing what the shaders look like in different environment styles or props.. and on different Characters of different style. Id like to see how the shader looks and behaves.

  • @mouhbear6769
    @mouhbear6769 24 дня назад

    Hey I am an artist coming back after years of unintentional pause ( depression + burnout ) and currently gathering info and inspiration for my own game. My question is tho, I am currently not sure if I am allowed to use stuff that I created from following tutorials like yours. Like a one to one reacreation... sounds iffy but I only know art and do fail absolutely with technical stuff. In most cases I follow tutorials for this.

    • @VisualTechArt
      @VisualTechArt 23 дня назад

      You absolutely can :) I'd be happy if you mention me, just in case you sell billions of copies :D

    • @mouhbear6769
      @mouhbear6769 23 дня назад

      @@VisualTechArt OF COURSE! :D My next step would have been to ask for permission. Great vid btw and thx for the answer.

  • @LastIberianLynx_GameDev
    @LastIberianLynx_GameDev 24 дня назад

    Very creative approach. And innovative. I think this can bring benefits in many cases.

  • @danlok6702
    @danlok6702 25 дней назад

    How to make a polynomial distortion?

  • @Abobster2000
    @Abobster2000 25 дней назад

    why it`s dont work in my procject I don't understand

  • @Elalbina
    @Elalbina 26 дней назад

    Hey there, thanks for the great tutorial! I have a question as a total beginner: how would I make the plane face in the direction of my camera normal instead of the camera itself? I am using an isometric view for renderings and I would like all the planes to face the same direction, right now my meshes turn towards the camera which tilts them a bit the more as they get on the edge of my view. Any ideas?

    • @VisualTechArt
      @VisualTechArt 23 дня назад

      Use the CameraDirectionVector instead of the CameraVectorWS :)

    • @Elalbina
      @Elalbina 17 дней назад

      @@VisualTechArt awesome! works great, thanks <3

  • @zaidkiwan5168
    @zaidkiwan5168 26 дней назад

    this is the most in-depth technical look into the material editor in unreal engine that i found!

  • @serialproduction_
    @serialproduction_ 26 дней назад

    I get lost at 5:52, the node functionInput does not appear to me

    • @VisualTechArt
      @VisualTechArt 23 дня назад

      Have you created a Material Function?

  • @devi1sdoz3n
    @devi1sdoz3n 26 дней назад

    I watched this video for the edge detection (after I watched the other two), and this is all mind-bogglingly useful. I have some issues with scaling edges over depth -- you are using linear normalization for depth, but this doesn't distribute the line thickness right (it should be inverse distance for the line thicknes -- two times farther, two times thinner), because kernel sizes are not halving in size, so the lines in mid distance will appear visually thicker compared to objects than foreground lines. But this is not that hard to fix. The main problem I have is what every edge detection I've looked at that handles edge thickness over depth has -- the final edge thickness is contextual, and depends not only on the edge distance from the camera, but also on the distance of the background objects, so that if an object covers two objects at a different distance, its edges are going to be thicker where it covers the closer object. As far as I can tell, this happens because the actual edge is immaterial, it is something that's actually 'in-between' the pixels, and we perform the edge detect on the the surrounding pixels. So what you get is this -- you take the pixels of the near object that are in front of the far object and detect an edge there, then use a big kernel to draw it. Then you move over to the pixels of the far object that are just behind the near object, and also detect an edge there -- but this is a false edge. However, it is drawn using a smaller kernel size, and contributes to the ovarall edge thickness. An occluded object that's even farther away will be drawn with a smaller kernel size, so it's contribution is going to be even less. So the result is the uneven edge of the foreground object whose thicknes depends -- as I already said -- not only on the distance of that object, but also the objects that are behind it. At least that's what I think is happening. Any way to get around that, and only draw edges according to the pixels that are closer?

    • @VisualTechArt
      @VisualTechArt 23 дня назад

      Hey, yes you described the issue very well :) I never got to actually solve it, even though I've done some experiments, I think now it would be more feasible as UE is pushing in a lot of ways to have multipass PostProcess. The only idea I have in mind that might work is that you want to first expand the Depth pass, where closer pixels get padded on the further ones... And then run the edge detection on that, but only drawing the internal edges, it might work :)