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I noticed an interesting anomaly on the outline shader setup...you can see it at 52:08 of the video, where the line disappears when the character has no geometry behind the head...the line cuts off. I assume this is related to the depth pass, but you can't visualize the depth pass when you preview the nodes setup...so I am not sure how you would approach resolving this. Any suggestions?
Hi! How to create a smooth transition of this material in the sequencer? it turns on like a light bulb quickly, but you need a smooth transition for the appearance of this effect
This is so helpful,thank you! One question, how does your water effect not glow when plugged into the Emissive node? Mine is eye watering no matter what I do.
I'm sorry, I meant multiple object with the outline turned on or off. I thought stencil sounded like a good way, in my situation I can't really just turn the custom depth off because I have other materials also depending on it.
Yep - I see it useful only if you want to fool around/experiment quickly before committing to making the actual shader. Otherwise it's just more expensive, except for the outlines which would require pp blends & dof/stencil setups to implement - which could become more expensive in the end. But yea 😆
How would you edit these values at runtime without Global parameters? Im trying to create a dynamic material instance and the overlay material index slot is undefined, so i cant change the values at runtime. GPC works but then it changes it for all actors which is not the result i want.
am i have wrong ue setting ? i cant use any VFX same as your tutorial. it worked same at material making window but it couldn't work at overlay material
The inverted hull method only looks good on organic mesh, onces that are very flat or angular will have some of the parts of the mesh pop out due to the way the vertex normal is, smoothing the mesh in blender might fix it, if that's an option.
Hi all, You can support this channel by supporting me on Patreon and downloading the entire project file. For Just 5 USD.
Link : www.patreon.com/posts/76162225
52:43 I find that the outline cuts off at the horizon (If I removed the wall the outline will vanish) , how do I prevent this?
thats what i am looking for all the time! great video。 thank you so much for this one
If the overlay material seems to have no effect, you have to disallow nanite on your mesh, unfortunately this does not work on nanite 😄
I noticed an interesting anomaly on the outline shader setup...you can see it at 52:08 of the video, where the line disappears when the character has no geometry behind the head...the line cuts off. I assume this is related to the depth pass, but you can't visualize the depth pass when you preview the nodes setup...so I am not sure how you would approach resolving this. Any suggestions?
thx for all your tuts! is there a way to make multiple overlays? or maybe have each material overlay with multiple instances or something?
Nice tutorial!
Oh My God !!! you saved my life!!!!!! Thank you soooo much!!!!!!!!
Thanks Alot bro you helped me alot in my work with this tutorial
This is really healpful man.....IM here wondering how do you guys know all this stuff?! Its insane.
Hello. Thanks for the tutorial, but where can I watch a video about the second shader, the one that looks like a blue force field made of a mesh?
Legend! Thank you!
By some reason the "shadow" effect is invisible if my skybox material is on background
Hi! How to create a smooth transition of this material in the sequencer? it turns on like a light bulb quickly, but you need a smooth transition for the appearance of this effect
Are these available on FAB yet?
How do I set CustomDepth values in the material to display overlapping outlines on separate models?
This is so helpful,thank you! One question, how does your water effect not glow when plugged into the Emissive node? Mine is eye watering no matter what I do.
Before connecting to the emissive get a Saturate node and the connect that to emissive. And also check your bloom and exposure settings
Don't you have this project in the marketplace? amazing!!
I have it on my pateron page
bro buying that when i get home lmfao
Can these be seen through walls for an X-ray vision type effect?
It can be made to, by disabling depth test in material
But why the shadow one are clipped out by the sky? You already noticed that?
How can i fix it?
You can add a sky mask using scene depth. My outline trainsion effect v2 has a sky mask in the end I think. It can be used to ignore the sky.
thanks bro
Does overlay material actually work in RTX? 🤕my overlay material doesn't appear in RTX main pass, but visible in RTX reflection
thank you!
How does this work with the stencil depth? in my case, I want mulpitple objects to be using the outline with custom depth
You can have multiple objects to have outline without stencil with this method. Just add the overlay to other objects. I hope this is what you meant.
I'm sorry, I meant multiple object with the outline turned on or off. I thought stencil sounded like a good way, in my situation I can't really just turn the custom depth off because I have other materials also depending on it.
Ah, in that case you can watch the custom stencil mask video by epic and use that inside the material instead of custom depth.
so it's like rendering another mesh on top of the initial mesh and apply a new material on that am I correct?
I guess yes. No need to create two skeletal anymore.
Yep - I see it useful only if you want to fool around/experiment quickly before committing to making the actual shader. Otherwise it's just more expensive, except for the outlines which would require pp blends & dof/stencil setups to implement - which could become more expensive in the end. But yea 😆
@@starvosxant4348 Did a quick google and the first result: another tutorial by UnrealCG haha
How would you edit these values at runtime without Global parameters? Im trying to create a dynamic material instance and the overlay material index slot is undefined, so i cant change the values at runtime. GPC works but then it changes it for all actors which is not the result i want.
At 59:00 is this what you are looking for?
@@UnrealCG Looks like, sorry should have finished the video haha thanks :)
Is there a way to make the outline visible from anywhere even when the object is behind other objects?
Yes,if you disable the depth test on the material
am i have wrong ue setting ? i cant use any VFX same as your tutorial. it worked same at material making window but it couldn't work at overlay material
make sure mesh is not nanite
How does this work as an option for an outline? Does it have a flicker problem when using certain meshes?
The inverted hull method only looks good on organic mesh, onces that are very flat or angular will have some of the parts of the mesh pop out due to the way the vertex normal is, smoothing the mesh in blender might fix it, if that's an option.
Good tutorial but your mic is kindof grinding against my ears honestly. Useful knowledge though! Thanks!
…give now 😭😭😭
This no longer works with unreal 5.5.1