Disintegrate from Impact location - UE4 [ Works IN UE5 ]

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Комментарии • 51

  • @UnrealCG
    @UnrealCG  11 месяцев назад +1

    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

  • @AssassinatorEntertainment
    @AssassinatorEntertainment 5 лет назад +4

    Another Great tutorial. I like anything that has to do with Materials and SFX

  • @moragna
    @moragna 5 лет назад +1

    Big surprise... UnrealGC made another wonderful tut... ;) Many thanks.

  • @ederluis123
    @ederluis123 3 года назад

    Awesome tutorial man!! Thanks a lot, I'm using this for a gamejam. When we finish I'll send you the result

  • @zookone
    @zookone 3 года назад

    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.

  • @momongasama5607
    @momongasama5607 5 лет назад +5

    it's amazing, your work always amazes me.
    Proposal: how to make pre-rendered backgrounds(like RE Remake)?

  • @icarobezerrasoares5055
    @icarobezerrasoares5055 5 лет назад +1

    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

    • @blackngel1
      @blackngel1 5 лет назад +1

      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.

    • @UnrealCG
      @UnrealCG  5 лет назад +1

      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.

  • @use3666
    @use3666 5 лет назад +1

    I absolutely love all these cool effects you do.

  • @gevzart
    @gevzart 5 месяцев назад

    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

  • @soumikbhattacherjee6430
    @soumikbhattacherjee6430 4 года назад

    Exactly What I was searching for Thank you

  • @tineasgia9124
    @tineasgia9124 3 года назад

    Good man, could you turn on the automatic subtitles please; they are of great help to understand the language .. psta: good job

  • @madhurimadeshmukh5484
    @madhurimadeshmukh5484 4 года назад

    This video was very helpful! Thank you for uploading :)

  • @coccaa
    @coccaa 5 лет назад

    YOUR TUTORIALS ARE AWESOME!!!

  • @InnerspaceX
    @InnerspaceX 5 лет назад +2

    Yepp, another awesome tutorial.

  • @SetZor666
    @SetZor666 5 лет назад +2

    beautiful effect!

  • @Latvian3Dman
    @Latvian3Dman 5 лет назад +2

    Another great thing! Thank You! :)

  • @icarobezerrasoares5055
    @icarobezerrasoares5055 5 лет назад +1

    amazing tutorial. But can you make
    one in which you can cut a mesh and appear a texture in the cut out region?

    • @neilcross5844
      @neilcross5844 5 лет назад

      check ue4 docs, they have great fracturing support, which includes inner-face texturing.

  • @OpenMawProductions
    @OpenMawProductions 3 года назад

    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?

  • @Armetron
    @Armetron 5 лет назад

    Love your work, How would you go about making an invisible object visible when looking through a window/lens?

  • @tftyyghfghfghf3125
    @tftyyghfghfghf3125 5 лет назад +1

    THANKS! YOU'RE THE BEST

  • @robertperly6104
    @robertperly6104 5 лет назад +2

    Well done👍🏻

  • @artkalm
    @artkalm 5 лет назад

    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?

  • @Sivxgamer
    @Sivxgamer 3 года назад

    You the man!

  • @Khan-_-Art1st
    @Khan-_-Art1st 5 лет назад

    Please do a Widowmaker grappling hook tutorial from Overwatch

  • @abdelkarimhouari2526
    @abdelkarimhouari2526 5 лет назад +2

    Awesome!

  • @DrDremur
    @DrDremur 4 года назад

    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?

  • @4nth365
    @4nth365 5 лет назад +2

    master

  • @ThePixelitomedia
    @ThePixelitomedia 5 лет назад +1

    awesome!

  • @ouxianglv4230
    @ouxianglv4230 4 года назад

    worship you :)

  • @tinytrex
    @tinytrex 3 года назад

    When I create a material instance at 20:20 there is no option for textures in the side menu. What do I do?

  • @VincenzoRavo
    @VincenzoRavo Год назад

    can i set InputLocation programmatically without receive an impact o the static mesh ?

  • @fabiogutierri9482
    @fabiogutierri9482 4 года назад

    Only works in Static Mesh's?? I tried in a Skeletal Mesh, but didnt work....

  • @furrybproductions
    @furrybproductions 5 лет назад

    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.

  • @amusenx3793
    @amusenx3793 5 лет назад +6

    If only I took a shot every time he said "Like this" I'd be wasted in a minute, like this 😵🤢
    Great tutorial tho!

    • @Grimsikk
      @Grimsikk 4 года назад +1

      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 💙

  • @McHornet7
    @McHornet7 4 года назад

    its possible push the mesh vertex with a object in viewport?

  • @Yazoon_S
    @Yazoon_S 5 лет назад

    Amazing!

  • @nahuelgees1186
    @nahuelgees1186 5 лет назад

    Sigue así crack!!

  • @IliasCraftsAndToys
    @IliasCraftsAndToys 10 месяцев назад

    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 ?

    • @UnrealCG
      @UnrealCG  10 месяцев назад

      Not yet, but its a good idea for maybe a future tutorial

    • @IliasCraftsAndToys
      @IliasCraftsAndToys 10 месяцев назад

      its like to disintegrate a mesh you'll need to shoot it with two or three projectile shots @@UnrealCG

  • @blackngel1
    @blackngel1 5 лет назад +1

    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!

    • @UnrealCG
      @UnrealCG  5 лет назад +1

      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.

  • @AthenaMarriesDionysus
    @AthenaMarriesDionysus 4 года назад

    I don't see how this tutorial explains if this material function can be applied to any mesh and any material.

  • @tawantae
    @tawantae 5 лет назад

    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

  • @mohammadtalha2336
    @mohammadtalha2336 5 лет назад +1

    Has anyone done tanos disintegrating effect?

    • @UnrealCG
      @UnrealCG  5 лет назад

      I saw a few on twitter.