Hi Everyone, If you liked the tutorial, Please consider supporting the channel on patreon and as a reward, Download the completed protect files from my tutorials, Thank you so very much. :) Link: www.patreon.com/posts/26341956
Awesome Channel!!! Thanks for sharing this video and taking the time to explain each input. It really help me understand how to make changes for my use in my own project.
Dude, you're one of the few people I care to know every day that you release a new video ... and you can teach in 20 minutes of video more than I would learn a whole semester with my teachers. I have a new tutorial suggestion. It is similar to this last video of yours: how do I make a material that, upon receiving a gunshot, the affected region sinks? as if it were a chewing gum. Thanks for your videos
I think you could generate some random vectors and move around the vertices nearest to the contact location with World Position Offset. It is only an idea, I have not tested It.
You could use the sphere mask method we used in this video to get the impact location. Then you can just collapse the vertices of that location a bit using world displacement. OR you could use a render texture to draw a mask on the impact location and use that for vertice collapse or you can just use a normal map from height map node to create dimples on the mesh.
That's dope man! Good tutorial and direct to the point! I have a question, how about when, on impact, the disintegration happens only for a short time (maybe a second) then it 'heals' back again. How will you do that? Can be good to show damage when shooting at characters in a game
This effect is really great and just about what I needed for a game i'm working on involving lasers and robots. Thing is all my actors already have(or will have when they are finished) their own materials with the proper detailing, etc... How would I go about utilizing this effect on those meshes? Would this effect have to be masked over the main material somehow?
Great tutorial, thank you very much!! I have a little problem though. For static mesh it works just fine, but I can't make it work for SK mesh with it's own existing material (it works only if I replace materials). In other words I can't add Disintegration material to mesh with its own material. Any advise?
I got a question. Instead of using the projectile is there a way I can keep the same effect with a button press, using a line trace from the FPC. My core mechanic for my game is the MC is physically erasing the game away aka their past, so all the small assets and such are also erased; everything. So when they press 'Q' they reach out and touch it to trigger the dissolving delete? It also seems to only work on large scale objects instead of the normal size like I have my levels set up, how could I make it more accurate?
How would I do this in a way where the dissolve reveals the original textures again? I'm trying to make a scan object effect that works on overlap of a line trace from the center of the camera.
lmao. I didn't even notice that until I saw your comment. now I can't stop noticing it everytime, like this. 😅 joking aside, these tutorials are excellent 💙
Do you have a tutorial on how to disintegrate a mesh when colliding with a projectile in two parts parts? like having the effect stop and then disintegrate again when the second projectile hits the mesh from the second projectile location ?
Awesome. Playing with your effect I have achieved the same result by adding the inverse of the sphere mask directly to the texture and then subtracting the original sphere mask (no inverse) from this previous result. (This procedure adds one to the outside of the texture [alpha > 1] and subtracts one from the inside [alpha < 0], keeping the ring). This can go directly to the opacity mask or go through power and clamp before. This result is also the alpha of the emissive 3ColorBlend. Can you check it? I think it's a simpler variant avoiding some math and the 3ColorBlend in opacity. Sorry for my poor english and congratulations for your work!
Yeah, You can just one minus the sphere mask and connect that to the opacity and the effect won't change. It is also cheaper in terms of performance than what I did in the video, Thanks for letting me know. I actually never thought of it when I was making the tutorial.
Don't know if you accept a request or not, but if you do please consider doing a tutorial on how to make a Target point effect like in Slay the Spire game. here provided an image www.slantmagazine.com/wp-content/uploads/2019/01/slaythespire.jpg. You'd see a red arrow shape started from the card, pointed to where the cursor is on screen, I don't know if I should do this on Material or by using a Particle effect (Cascade, Niagara). A little guidance would also be appreciated, thanks. Good work on the tutorials btw :D
Hi Everyone, If you liked the tutorial, Please consider supporting the channel on patreon and as a reward, Download the completed protect files from my tutorials, Thank you so very much. :)
Link: www.patreon.com/posts/26341956
Another Great tutorial. I like anything that has to do with Materials and SFX
Big surprise... UnrealGC made another wonderful tut... ;) Many thanks.
Awesome tutorial man!! Thanks a lot, I'm using this for a gamejam. When we finish I'll send you the result
Awesome Channel!!! Thanks for sharing this video and taking the time to explain each input. It really help me understand how to make changes for my use in my own project.
it's amazing, your work always amazes me.
Proposal: how to make pre-rendered backgrounds(like RE Remake)?
Dude, you're one of the few people I care to know every day that you release a new video ... and you can teach in 20 minutes of video more than I would learn a whole semester with my teachers. I have a new tutorial suggestion. It is similar to this last video of yours: how do I make a material that, upon receiving a gunshot, the affected region sinks? as if it were a chewing gum. Thanks for your videos
I think you could generate some random vectors and move around the vertices nearest to the contact location with World Position Offset. It is only an idea, I have not tested It.
You could use the sphere mask method we used in this video to get the impact location. Then you can just collapse the vertices of that location a bit using world displacement.
OR you could use a render texture to draw a mask on the impact location and use that for vertice collapse or you can just use a normal map from height map node to create dimples on the mesh.
I absolutely love all these cool effects you do.
That's dope man! Good tutorial and direct to the point! I have a question, how about when, on impact, the disintegration happens only for a short time (maybe a second) then it 'heals' back again. How will you do that? Can be good to show damage when shooting at characters in a game
Exactly What I was searching for Thank you
Good man, could you turn on the automatic subtitles please; they are of great help to understand the language .. psta: good job
This video was very helpful! Thank you for uploading :)
YOUR TUTORIALS ARE AWESOME!!!
Yepp, another awesome tutorial.
beautiful effect!
Another great thing! Thank You! :)
amazing tutorial. But can you make
one in which you can cut a mesh and appear a texture in the cut out region?
check ue4 docs, they have great fracturing support, which includes inner-face texturing.
This effect is really great and just about what I needed for a game i'm working on involving lasers and robots.
Thing is all my actors already have(or will have when they are finished) their own materials with the proper detailing, etc... How would I go about utilizing this effect on those meshes? Would this effect have to be masked over the main material somehow?
Love your work, How would you go about making an invisible object visible when looking through a window/lens?
THANKS! YOU'RE THE BEST
Well done👍🏻
Great tutorial, thank you very much!!
I have a little problem though.
For static mesh it works just fine, but I can't make it work for SK mesh with it's own existing material (it works only if I replace materials).
In other words I can't add Disintegration material to mesh with its own material.
Any advise?
You the man!
Please do a Widowmaker grappling hook tutorial from Overwatch
Awesome!
I got a question. Instead of using the projectile is there a way I can keep the same effect with a button press, using a line trace from the FPC. My core mechanic for my game is the MC is physically erasing the game away aka their past, so all the small assets and such are also erased; everything. So when they press 'Q' they reach out and touch it to trigger the dissolving delete? It also seems to only work on large scale objects instead of the normal size like I have my levels set up, how could I make it more accurate?
master
awesome!
worship you :)
When I create a material instance at 20:20 there is no option for textures in the side menu. What do I do?
can i set InputLocation programmatically without receive an impact o the static mesh ?
Only works in Static Mesh's?? I tried in a Skeletal Mesh, but didnt work....
How would I do this in a way where the dissolve reveals the original textures again?
I'm trying to make a scan object effect that works on overlap of a line trace from the center of the camera.
If only I took a shot every time he said "Like this" I'd be wasted in a minute, like this 😵🤢
Great tutorial tho!
lmao. I didn't even notice that until I saw your comment. now I can't stop noticing it everytime, like this. 😅
joking aside, these tutorials are excellent 💙
its possible push the mesh vertex with a object in viewport?
Amazing!
Sigue así crack!!
Do you have a tutorial on how to disintegrate a mesh when colliding with a projectile in two parts parts? like having the effect stop and then disintegrate again when the second projectile hits the mesh from the second projectile location ?
Not yet, but its a good idea for maybe a future tutorial
its like to disintegrate a mesh you'll need to shoot it with two or three projectile shots @@UnrealCG
Awesome. Playing with your effect I have achieved the same result by adding the inverse of the sphere mask directly to the texture and then subtracting the original sphere mask (no inverse) from this previous result. (This procedure adds one to the outside of the texture [alpha > 1] and subtracts one from the inside [alpha < 0], keeping the ring). This can go directly to the opacity mask or go through power and clamp before. This result is also the alpha of the emissive 3ColorBlend. Can you check it? I think it's a simpler variant avoiding some math and the 3ColorBlend in opacity. Sorry for my poor english and congratulations for your work!
Yeah, You can just one minus the sphere mask and connect that to the opacity and the effect won't change. It is also cheaper in terms of performance than what I did in the video, Thanks for letting me know. I actually never thought of it when I was making the tutorial.
I don't see how this tutorial explains if this material function can be applied to any mesh and any material.
Don't know if you accept a request or not, but if you do please consider doing a tutorial on how to make a Target point effect like in Slay the Spire game.
here provided an image www.slantmagazine.com/wp-content/uploads/2019/01/slaythespire.jpg. You'd see a red arrow shape started from the card, pointed to where the cursor is on screen,
I don't know if I should do this on Material or by using a Particle effect (Cascade, Niagara). A little guidance would also be appreciated, thanks. Good work on the tutorials btw :D
Has anyone done tanos disintegrating effect?
I saw a few on twitter.