Outline Transition Effect Using Postprocess Material - Unreal Engine

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  • Опубликовано: 12 янв 2025

Комментарии • 209

  • @VV-tk9ke
    @VV-tk9ke 6 лет назад +6

    so for those who are wondering how to start without the effect. I couldn't for the life of me figure out where I had to put oneminus after the sphere mask.... What I did: on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0.
    That worked for me at least.
    Great video, but hard to understand for a beginner with materials.
    You are going pretty fast and I would enjoy a more in depth explanation of the things that you are doing. Other then that... simply amazing!

    • @UnrealCG
      @UnrealCG  6 лет назад

      Hey, Thanks for Sharing and I am sorry that one minus node caused you confusion.

  • @UnrealCG
    @UnrealCG  6 лет назад

    Hello Everyone if you liked this tutorial. You may also enjoy some of my most popular tutorials.And don't forget to hit the subscribe button.
    Here is a playlist : ruclips.net/p/PLnfzvYOawOqDy9LDjNizT7hiMi4IbKd3C&disable_polymer=true

  • @cotrushoi1080
    @cotrushoi1080 7 лет назад +23

    this is the coolest thing in ue4 that I ve ever seen!!!!!!!!!!!!!!!!!

  • @bejotaum
    @bejotaum 7 лет назад +1

    OMG DUDE! THIS IS AWESOME BROTHER!!!

  • @samohickey
    @samohickey 6 лет назад +1

    This is excellent! I found your tutorial while trying to find a way to make an animated water plane use edge detection in order to draw foam on shore lines when it making contact with my terrain, etc.
    I feel like a lot of things I've seen you use may be applicable for that. But haven't gotten down to the nitty-gritty quite yet.
    Thank you for your time and knowledge!

  • @lightps5515
    @lightps5515 5 лет назад

    WOOOW! This is just Amazing, It's the same effect as the Hunting Ability of Prototype 2.

  • @cheerfuldevil
    @cheerfuldevil 5 месяцев назад

    Wow, this looks awesome!

  • @WhiteNorthStar1
    @WhiteNorthStar1 5 лет назад +1

    looks REALLY great... nice work! :)

  • @SrSeed
    @SrSeed 3 года назад

    That's a slick effect! Thanks for the great tutorial! :)

  • @dimalavrinenkov6113
    @dimalavrinenkov6113 7 лет назад +4

    This is amazing, thank you for the tutorial !

  • @NocturnalJin
    @NocturnalJin 6 лет назад

    Really cool. I hope I find a reason to use this. I wanted to thank you because the first little bit you did works great as the basis for a distance fog. A little pow here and lerp there and it's perfect.

  • @casualgamers7351
    @casualgamers7351 3 года назад

    That is an amazing effect thank you very much for this! The possibilities from this point are endless for amazing fx very happy I stumbled on this gem!

  • @Xenthorx
    @Xenthorx 7 лет назад +5

    looks Cool ! Straight out of 'The Matrix" ^^

  • @mastermind1119
    @mastermind1119 5 лет назад +1

    It was incredibly helpful. Thank you!

  • @noneofyourfukinbusiness2280
    @noneofyourfukinbusiness2280 6 лет назад

    That level looks amazing

  • @Nightmist
    @Nightmist 5 лет назад +1

    This is awesome! Great job im making this right now :)

  • @NemxBoltXHalfBloodOfficial
    @NemxBoltXHalfBloodOfficial 4 года назад +1

    You are really awesome

  • @保存室にけ
    @保存室にけ 4 года назад

    作ってみたけど、本当に素晴らしい!勉強になりますぞ!

  • @JGTowers
    @JGTowers Месяц назад

    This is awesome! Is there a way to make this same transition, but between two levels? Any direction on that would be much appreciated :)

  • @matty3732
    @matty3732 6 лет назад +1

    Duuuude! You're amazing! You deserve more subs!

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      Thanks man.

    • @matty3732
      @matty3732 6 лет назад

      UnrealCG May I ask if you can do a tutorial on how to deform terrain(landscape) on hit, like when there is an explosion and it create an hole. Is it possible without voxel plug in? Maybe with a sphere collision which deform the landscape.

    • @UnrealCG
      @UnrealCG  6 лет назад

      How big of a hole do you want? can it be done with decals?

  • @crazyguy7585
    @crazyguy7585 7 лет назад

    thats really amaing bro love ur work

  • @thetubeaccount2015
    @thetubeaccount2015 6 лет назад

    Thanks a lot. Awesome tutorial!

  • @artistuniverse4522
    @artistuniverse4522 7 лет назад

    dude u r popping off xD great work

  • @SirSimon-xu4ik
    @SirSimon-xu4ik 7 лет назад +3

    Amazing! Thanks bro :)

  • @soumikbhattacherjee6430
    @soumikbhattacherjee6430 7 лет назад +1

    Amazing tutorial... Thanks

  • @zhengaomei5714
    @zhengaomei5714 3 года назад

    you alway show amazing tutorial

  • @smudgybrown67
    @smudgybrown67 7 лет назад

    Thank you very much Dude, good tutorial =]

  • @poststructural-ismlabel561
    @poststructural-ismlabel561 4 года назад +1

    Well I have some weird behaviours with exponential fog (High density indeed), some clue? sometimes makes the outlines, sometimes not

    • @varshajay2298
      @varshajay2298 4 года назад

      So you can do something like disable the fog when the respective key is pressed ( or when that outline or scan is enabled ) and enable those effects when the scan is disabled

  • @arashhurbash7513
    @arashhurbash7513 2 года назад

    amazing work thanks you for sharing

  • @tree-x
    @tree-x 3 года назад

    From 2:06 on, when I connect the radius and Hardness components to the sphere mask component, it looks completely dark. May I know exactly which unreal version you are using?
    Because I'm doing the same thing you did, but I'm not getting the same result.

  • @reecehillis4507
    @reecehillis4507 6 лет назад

    the most talented tutorials for unreal engine on youtube by a long way, have a slight problem though not sure where i went wrong wondering if you can help ? the sky has loads of outlines i dont know how to fix it

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      That is an issue with the third person skysphere.
      I have commented a section here about skysphere here. If you add this to your material the skysphere issue will be solved.
      link : blueprintue.com/blueprint/lqh4-302/

    • @reecehillis4507
      @reecehillis4507 6 лет назад

      Thats amazing thank you so much, attempting to create my first project in unreal and your tutorials have been the best ! cant wait to see what your next videos will be :)

  • @cameronm18
    @cameronm18 5 лет назад +1

    Amazing job! I was curious how to do the inverse of the scan? For example I would like the scan effect to START at the players location instead of starting in the distance and ending at the players location. Thank you!

    • @UnrealCG
      @UnrealCG  5 лет назад

      on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0. ( Thanks to Vitali Wittermer this is what he did and he said it worked for him)

    • @cameronm18
      @cameronm18 5 лет назад

      @@UnrealCG Unfortunately this only works in one direction. I'm trying to get both the scan and un-scan to start from the players location and move outwards

    • @piero.massera
      @piero.massera 4 года назад

      Need this too !

  • @stevenbaker153
    @stevenbaker153 3 года назад

    Great video. Can you do a tutorial to show how you did the rain please

  • @svm-vl
    @svm-vl 5 месяцев назад

    Hello, thank you so much for this tutorial! I had a question, would it be possible to create this outline effect only in the area where a light source is emitting onto an object?

  • @kiddhkane
    @kiddhkane 4 года назад

    This is awesome!

  • @Zanic840
    @Zanic840 5 лет назад +5

    Hey there, this is an amazing video, I was just wondering how can I effect everything with the shader apart for the character, it would be very helpful

    • @carloscardenas1255
      @carloscardenas1255 3 года назад

      I'm not an expert, but I know that you can exclude the character from the effect by using Scene Depth. I can't honestly tell you how, but I know that it allows to render the character after the postprocess, so it is rendered appart from the rest of the scene

  • @StrannyiQuark
    @StrannyiQuark 4 года назад

    Just WOW!
    Thank you!

  • @faisalee
    @faisalee 6 лет назад

    This is so awesome 👍🏻

  • @abdelrahmansaid6738
    @abdelrahmansaid6738 5 лет назад

    awesome work keep it up

  • @jonmcf2592
    @jonmcf2592 7 лет назад +1

    You are awesome. Thank you

  • @UltimisRBX
    @UltimisRBX 6 лет назад

    Holy shit.
    Thank you,+1 Subscriber

  • @서성호-l2u
    @서성호-l2u 5 лет назад

    This is so awesome

  • @noisyether9211
    @noisyether9211 6 лет назад

    Still learning thanks.

  • @MxCrompli
    @MxCrompli 4 года назад

    Looks like the "Scanning around" filter in Detroit: Become Human

  • @Devolius
    @Devolius 6 лет назад +1

    @UnrealCG Hey man could you do an up to date video on how to make outlines around a player through walls? Such as in CS:GO

  • @TheLPfunnTV
    @TheLPfunnTV 5 лет назад

    You could make the ZE WORLD effect from jojos bizare adventures & how/where did you learn all of this

  • @mufaya
    @mufaya 6 лет назад

    is there a way for me to make this effect sphere be on my character instead of my camera, so the ring would be around my character?

  • @sherwinpatrick2777
    @sherwinpatrick2777 2 года назад

    Hello... I have a question. What if there is no 3rd person character... I just want to hit "E" for it to transform... thanks!

  • @piratesheep7798
    @piratesheep7798 6 лет назад

    Thank you so much works like a charm!
    Beginner question.. I can't seem to record the ''on click E'' effect change in sequencer, how do I record it properly?

  • @fran.fernandez
    @fran.fernandez 3 года назад

    i want to do the same but inside the radial use PostProcces Settings 1, outside PostProccess Settings 2, possible?

  • @johneiejfbwj1755
    @johneiejfbwj1755 Год назад

    when I have this applied, a lot of my other materials dont show up, like the niagra system is hardly visible

  • @dilinalakmal9051
    @dilinalakmal9051 3 года назад

    Can you make full transition with this effect to another world, but charter in the same position that's really helpful for virtual production? Hope u can understand what I'm asking

  • @dirtyblasion15
    @dirtyblasion15 6 лет назад +1

    Came here for something else, learned something more interesting

  • @lorred7781
    @lorred7781 3 года назад

    Amazing tutorial ! I just started using unreal, the game i am trying to do have this outline effect all the time and i was able to do it thanks to you !
    My only issue is with the export, the lines are all faded and blinking, I tried changing the aliasing but without success. Do you have anti ideas of what I could do to make it work ? What was your export setting ?

  • @Lexyvido
    @Lexyvido 5 лет назад +4

    Hi man! Amazing! I was wondering, how to revert the effect? I mean, how can I do to start from a normal environment and click the "E" button to get the environment be scanned ? Thank you

    • @UnrealCG
      @UnrealCG  5 лет назад +3

      on Begin play event set the Scalar Parameter Value of PC_outline -> Radius to 1. Reverse the timeline from value 1 -> 0. ( Thanks to Vitali Wittermer this is what he did and he said it worked for him)

    • @AthenaMarriesDionysus
      @AthenaMarriesDionysus 5 лет назад

      @@UnrealCG Hey I know this might be late, but where can I reverse timeline from value 1 -> 0 ?

    • @UnrealCG
      @UnrealCG  5 лет назад

      @@AthenaMarriesDionysus In the blueprint

    • @miguelgardegalvez1476
      @miguelgardegalvez1476 5 лет назад +2

      @@UnrealCG Awesome video! Doubt here, how can I make the scan starts at my player and expands to the world, keep the good work you are amazing!

    • @piero.massera
      @piero.massera 4 года назад

      I need this too ! Help us to do the Revert effect please !

  • @siliconbrush
    @siliconbrush 5 лет назад

    0:17 for moment there, I felt like I could stop bullets.

  • @kal.creativeworks
    @kal.creativeworks 11 месяцев назад

    EXCELLENT!!!

  • @daanspinder
    @daanspinder 6 лет назад +6

    Hey,
    thanks for the awesome tutorial!
    I do have two question though, if you don't mind.
    1. I could fix to start the game without the effect, however the effect is still showing up in my viewport.
    2. How can I inverse the effect? So instead of pulling the red circle towards me, I want to push it away from me.
    Thanks in advance and keep up the good work.

    • @jaxsun2924
      @jaxsun2924 3 года назад

      Hi abt the first question, I have question to ask how did you start the game without the effect? Thank you

  • @diffraction163
    @diffraction163 6 лет назад

    So im trying to make this into an other effect. The post process is turned off when i start the game. When i press T, the post process is faded in (colors turn to black and white) enabled and the absolute darkness is coming from a big radius to my player character. Ive been trying for about 2h but i dont get the hang of that material working (even thou i skipped all the complicated outline stuff). Right now i have it kinda "inverted" working, with a camera fade to black and normal again while triggering the material, and when i disable it its fading from black to normal. but the darkness comes out of nowhere it seems :(

  • @EmperorKatax
    @EmperorKatax 6 лет назад

    ....awesome job !.....tnx for sharing ... : ) ,,,

  • @ModelWhatYouSee
    @ModelWhatYouSee 3 года назад

    Anyone know how to animated this using the PPV material? Say I want to use Sequencer instead of a BP Timeline node. Would be most grateful!

  • @m.h.n.a.7311
    @m.h.n.a.7311 6 лет назад

    the gradual effect animation isn't working, sometimes the outlines go away but it is instantaneous and doesn't always happen

  • @poststructural-ismlabel561
    @poststructural-ismlabel561 4 года назад

    class content thanks!

  • @BartalamBane
    @BartalamBane 7 лет назад +4

    Круто)спасибо за урок

  • @mintodak6509
    @mintodak6509 4 года назад

    how can we exclude any of the mesh to not receive any of that awesome effect?

  • @heribertocalderon6094
    @heribertocalderon6094 6 лет назад

    How would I go about making this post process effect ignore certain objects/ materials.. So lets say I have a character or a boss level that I don't want affected by the material? Do I need to make a special material for everything to not be affected?
    Thanks again :)

  • @pangwang4783
    @pangwang4783 3 года назад

    How WireFrame And Also OtherPart is Transprent, Using Method Of Post Progress Material

  • @VoidDesign42
    @VoidDesign42 6 лет назад

    i love your tutorials, but your audio honestly makes me want to cry ;-;

    • @UnrealCG
      @UnrealCG  6 лет назад

      Sorry about that dude 😅

  • @tyrotheram3505
    @tyrotheram3505 3 года назад

    Awesome work! I was wondering if you knew any way to exclude certain objects from the post process volume? I've been trying to use Custom Depth so I can see 3D widgets but I can't get it to work!

    • @UnrealCG
      @UnrealCG  3 года назад +1

      Set 3D widget to view space

    • @tyrotheram3505
      @tyrotheram3505 3 года назад

      @@UnrealCG you're incredible! Thanks so much for this 😁

  • @zafermasalci1611
    @zafermasalci1611 6 лет назад +1

    Hello thank you for this great tutorial. I want to achieve first effect you showed at the begining of the video (with shadows and reflections) Can you help me about that? Thanks again! :)

    • @UnrealCG
      @UnrealCG  6 лет назад

      I am sorry about that I completely forgot about that part. But it is easy to get that. Just find the lerp from where you get the black color and connect a postprocess 0 input to it.You can also multiply that with a color to give it color.

    • @zafermasalci1611
      @zafermasalci1611 6 лет назад

      Thanks i will try it! :)

    • @VV-tk9ke
      @VV-tk9ke 6 лет назад

      Could you please explain which lerp you are talking about? And would that fix the problem that no effects are showing up?
      Maybe give the time you create the lerp in the video. It would help a lot.
      Thank you very much. You are awesome!

  • @bubarules
    @bubarules 5 лет назад

    Hey bud, incredible tutorial, just one questions I am trying to implement this with VR (htc) and everything works great until I get to the point of the 3rd character controller. I tried to replicate what you did but inside the VRpawn instead and using the motion controller trigger instead of the E key but doesn't work. Any idea if this could be implemented straight away into VR or it is something different?
    Also I am receiving outlines from the sky since it is emissive as well, why yours just shows the sky black?
    Thanks again!

  • @GoblinGamesLtd
    @GoblinGamesLtd 6 лет назад

    This looks awesome but doesn't seem to be compatible with Forward Renderer as the scene diffuse colour won't work. Any ideas of an alternate way of doing it?

    • @UnrealCG
      @UnrealCG  6 лет назад

      You don't really need to use that in the final effect. I just used that to show something.

  • @sonikblade
    @sonikblade 6 лет назад

    Awesome!! U got any idea of how i can change the background color(the black color inside the outline)?

    • @UnrealCG
      @UnrealCG  6 лет назад

      Hi man, check the pinned post, using that link you can download the original material with the color inside the outlines.

    • @sonikblade
      @sonikblade 6 лет назад

      Ty man amazing job

  • @VGforCG
    @VGforCG 7 лет назад

    Thank YOU!

  • @johndoes2143
    @johndoes2143 6 лет назад

    Hey! Very nice effect, thanks for the tutorial! Can you explain what do i need to do for the "blend color" you show at the beginning of the video?

    • @UnrealCG
      @UnrealCG  6 лет назад

      That just a a blend color overlay connected to a postprocess input 0 and it is connected to the lerp that gives the black color.

    • @johndoes2143
      @johndoes2143 6 лет назад

      Thanks mate. Now i just need to find the correct lerp node!

    • @UnrealCG
      @UnrealCG  6 лет назад

      I think there are like 3 lerps try plugging in a 3 vector(color node) into them.

  • @KrishnaDas-mb9tj
    @KrishnaDas-mb9tj 5 лет назад

    Thanks for this detailed explanation..
    And it's a cool work. I tried this for implementing wireframe to an object. How can I do this for only 1 object rather than apply to whole environment?... Please reply

    • @UnrealCG
      @UnrealCG  5 лет назад +1

      You can use custom depth create a mask for just one object.

    • @KrishnaDas-mb9tj
      @KrishnaDas-mb9tj 5 лет назад

      @@UnrealCG Thanks, will try

  • @noisyether9211
    @noisyether9211 6 лет назад +1

    Hey thanks.I have a question. How do I get it to work only when the e button is pressed.As of now its always on.When i start the game.

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      Try adding a one minus node to the output of the sphere mask and connect that to the lerps.

  • @mateuniverse
    @mateuniverse 4 года назад

    how do I get GPU particles to show up in the outline?

  • @zafermasalci1611
    @zafermasalci1611 6 лет назад

    Can you also make a tutorial for oil painting effect with post process volume? I would be very grateful

    • @UnrealCG
      @UnrealCG  6 лет назад

      Can you show me a game footage of it? I just want to see what it looks like.Any popular game with this effect?

    • @zafermasalci1611
      @zafermasalci1611 6 лет назад

      Thank you for your interest. Do you know "Okami"? This kind of effect with tinner edges or no edge. It is like oil painting or water color effect. ruclips.net/video/2w6xtBVc6NM/видео.html

    • @UnrealCG
      @UnrealCG  6 лет назад

      Yeah, I know this game. I think it is part post process effect and part assets. I mean the water paint effect.

  • @Tbjbu2
    @Tbjbu2 7 лет назад +2

    Looks cool! Your effects are amazing

  • @cv7041
    @cv7041 6 лет назад

    Damn getting an error at 13:30 when I connect the Outline color to the multiple I get an error - float3 and float2 are undefined. not sure if masking the color is the right answer, or i did something wrong on the top half!

    • @UnrealCG
      @UnrealCG  6 лет назад

      Hi Chris, You should check the other input that is connected to the multiply node just mask that and just get the red channel this should solve it.

    • @cv7041
      @cv7041 6 лет назад

      Thanks. That started me down the path. The problem was in the top half I ended up with a Mask (R,G) not R,G,B) so that produced the float2 from the top half. Fixed by adding the "B" to all the copy/pasted masks.

    • @UnrealCG
      @UnrealCG  6 лет назад

      Yeah, I thought so.I actually made a mistake in the video, it is better to take just the red channel there.

    • @scottstojak4709
      @scottstojak4709 4 года назад

      @@UnrealCG At 10:58 how did you subtract from the middle of the link? Whats the shortcut?

  • @elykwenga6207
    @elykwenga6207 6 лет назад

    This is also cool!

  • @MrPangahas
    @MrPangahas 7 лет назад

    Super cool man, is there anyway via materials to detect light vector to use instead of a sphere mask?

    • @UnrealCG
      @UnrealCG  7 лет назад

      You can't get a light vector in unreal engine 4 I think. But you can make a vector collection parameter and bring in the light vector through blueprint.

  • @Gundalian
    @Gundalian 6 лет назад +1

    How Exactly do you fix the issue where the sky sphere is being outlined? I just want it to be completely dark, instead of having lines

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      I have commented a section here about skysphere. If you add this to your material the skysphere issue will be solved.
      link : blueprintue.com/blueprint/lqh4-302/

    • @Gundalian
      @Gundalian 6 лет назад

      UnrealCG thank you sir! Greatly appreciate it! Since you’ve replied so fast, could you also mention is there a way to fix the lines that are really far away from being jittery when you move your mouse around? :)

  • @dimitridibenko9921
    @dimitridibenko9921 6 лет назад

    Big thank you for your tutorial and scince you answered so may questions already I got one too:
    I tried to add a post process component using this effect to my thirdperson character, but nothing showed up. (Triggering works fine and if I step into a Post Process Volume I see it reacted to pressing the attached key.) Any suggestions ?

  • @nahu3force
    @nahu3force 4 года назад

    How to make a wave scanning with this effect?

  • @RexArtTv
    @RexArtTv 6 лет назад +1

    How would you add cool sound effect for that effect?

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      Play an audio file when we hit the e key.

  • @MondayGone
    @MondayGone 6 лет назад

    Amazing

  • @mrwolf2758
    @mrwolf2758 5 лет назад

    hello, thanks for the tutorial , it does work on the engine emulator but when i tried to package it on android (samsung galaxy s7) for samsung gear vr oculus it doesn't work and instead playing my game first level it shows some kind of a rock texture i do have this error in the material "PM_Outlines" :[ES3_1](node scene texture)node not supported in feature level ES3_1. SM4 required for android gles3.1 and the others, so if anyone knows why or how can i fix it ?

    • @MendalGamer
      @MendalGamer 4 года назад

      Did you fixed it? I am having the same problem :/

  • @steadystefano
    @steadystefano 6 лет назад

    Hi I just want to ask how to I reverse the process I want to start with no outliner then If I press the "E" button then that will activate the outliner post process, ty

    • @UnrealCG
      @UnrealCG  6 лет назад

      You can just one minus the output of the sphere mask.

  • @m4rc0m4nni
    @m4rc0m4nni 7 месяцев назад

    Hello!!!!! Work excellent from 4.25 until 5.3. With 5.4 dont work any more!!! Can you help me????

    • @m4rc0m4nni
      @m4rc0m4nni 7 месяцев назад

      Ok, i deactivate substrate material. All material broken. Reactivate it. All work, also post process material. Best weird thing appen to unreal in 5 years

  • @ALEINLOSANGELES1
    @ALEINLOSANGELES1 4 года назад

    is anyone interested in how to get the hidden lines? any tutorial regarding this ? thanks

  • @grimdiablo119
    @grimdiablo119 5 лет назад

    Hey, How do I make it so that the enemy ai apears red?
    Pls Do help

  • @Beckk974
    @Beckk974 6 лет назад

    Hey there ! Nice tutorial dude ! Just a little question i'm a little lost : How can I "transform" the black with Alpha 0 ? I just need the sphere radius to grew up but always see background and I don't know how to do it ... Please help !

    • @UnrealCG
      @UnrealCG  6 лет назад

      Which back ground do you want to see, the landscape or things really far away?

    • @Beckk974
      @Beckk974 6 лет назад

      It's ok I find it, i just decheck the last alpha and I see the background :D Thx anyway :) Another little question .. how can I reverse the effect ? when i'm click on the input i just want the outline effect start t my position to the radius , actually it just does the effect from the background to the player , any ideas ?

    • @UnrealCG
      @UnrealCG  6 лет назад

      Connect a one minus node after the sphere mask.

  • @Anil_Kumar_K
    @Anil_Kumar_K 6 лет назад

    how can i get the effect like you showed at the begining of the video?....i have read comments but for which 3 lerps i should connect post processing 0

    • @UnrealCG
      @UnrealCG  6 лет назад

      You can download it here. drive.google.com/file/d/1osyE5v3b65OqzYCUh4RTiwrDiCbq_1mf/view

    • @Anil_Kumar_K
      @Anil_Kumar_K 6 лет назад

      thank you so much

    • @scottstojak4709
      @scottstojak4709 4 года назад

      @@UnrealCG is there an update to this? Ive combined your "vision effect" with the "outline effect" successfully. But i still cant change the base color of the outline

  • @GameChannelOficial
    @GameChannelOficial 6 лет назад

    Hi, I love your work, and this video helped me a lot, can you help me?, I need no mask some objects that won't be affected by this effect, is it possible? Please it's very important to me, thanks a lot

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      Yeah it is possible. By using custom depth. This video explains how to add custom depth.
      Link : ruclips.net/video/9ZawosRVZrs/видео.html

    • @GameChannelOficial
      @GameChannelOficial 6 лет назад

      @@UnrealCG thank you so much!!!

  • @Couchedking
    @Couchedking 6 лет назад

    I see a pattern of concentric rings on the sky material, any ide how to get rid of it?

    • @UnrealCG
      @UnrealCG  6 лет назад

      I have commented a section here about skysphere. If you add this to your material the skysphere issue will be solved.
      link : blueprintue.com/blueprint/lqh4-302/

    • @Couchedking
      @Couchedking 6 лет назад

      You are awesome! thanks a lot!

  • @crazyguy7585
    @crazyguy7585 7 лет назад

    i have question what map assets u use into this video bro can u tell me please

    • @UnrealCG
      @UnrealCG  7 лет назад

      The soul city assets pack. You can get it free from the market place.

  • @ThirstyAs42
    @ThirstyAs42 6 лет назад

    hey man,I have a question:when I press play,the level starts with the effect on,without me having to press E to activate it.How do I make it start normally?

    • @UnrealCG
      @UnrealCG  6 лет назад

      Try adding a one minus node to the output of the sphere mask and connect that to the lerps.

    • @ayindefrederick
      @ayindefrederick 6 лет назад

      Tried but things went south for some reason

  • @reubbersousa2450
    @reubbersousa2450 6 лет назад

    Who's this? I did everything and gave it right! Thank you so much! I subscribe to your channel because you are incredible! But I have a doubt, not my project and start with the active schema once, how do I make it not active and when I make the effect? hugs

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      The outlines are not visiable?

    • @reubbersousa2450
      @reubbersousa2450 6 лет назад

      UnrealCG My game always initializes with this effect, how do I initialize it normally without the effect and after I press the defined key the effect appears?

    • @UnrealCG
      @UnrealCG  6 лет назад

      You can connect a one minus node after the spheremask.

    • @RaulFrenetico1
      @RaulFrenetico1 6 лет назад

      how would I apply this? I'm new to the platform, (I'm the same guy as the question)

    • @UnrealCG
      @UnrealCG  6 лет назад

      Just right click and tupe in one minus and connect that after the sphere mask.And the rest of the connection should come from this one minus node.