Fog Of War: Material and Masking Method

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  • Опубликовано: 20 сен 2024

Комментарии • 21

  • @83donpablo
    @83donpablo 2 месяца назад +5

    Love your video's man. Best channel on RUclips

    • @livinfreestyle6727
      @livinfreestyle6727  2 месяца назад +1

      What a great feel good comment. Thanks for watching and glad you find the stuff as such!

  • @cubaf7
    @cubaf7 2 месяца назад +2

    one of the best informative yt channel

  • @thugwool
    @thugwool 2 месяца назад

    Great video, as always 😄

  • @HighLammer
    @HighLammer 2 месяца назад +1

    Very good brow.. ❤❤

  • @drakouzdrowiciel9237
    @drakouzdrowiciel9237 2 месяца назад

    Thx ;)

  • @behrampatel4872
    @behrampatel4872 2 месяца назад

    kudos for powering through.
    The line trace and dynamic material parts were great info. Especially the messaging / subscription system and the warning against casting every frame.
    Cheers man.
    b
    edit 01
    Copied the video to the T. The hit component of the line trace just wont register the bp-plane object therefore not being able to send a message
    end edit 01
    edit 02
    ok i was using the 3rd person bp instead of the top Down player BP. All good now. But I wonder why it wouldn't work for the 3rd person
    end edit 02

    • @livinfreestyle6727
      @livinfreestyle6727  2 месяца назад +1

      Thx! I don't know why something always goes fun. I think my brain freezes when live. I have a follow up to this coming as the second FOW video that does go back to revisit the masked vs translucency too so keep an eye out

    • @behrampatel4872
      @behrampatel4872 2 месяца назад

      @@livinfreestyle6727 definitely look forward to the follow up. cheers

  • @glenzhang3646
    @glenzhang3646 2 месяца назад

    Can I ask why did you create a dynamic material with index 0 material and set the new material to index 0? Will this new material replace the original material at index 0? Cuz I usually just store the dynamic material as a variable to modify it, maybe your way will free some memory space?

    • @glenzhang3646
      @glenzhang3646 2 месяца назад

      Also thanks for the video, looking forwards to your replication videos!

    • @livinfreestyle6727
      @livinfreestyle6727  2 месяца назад

      Basically I think you are correct in understanding. There is only one material on the plane (at index 0)....so when we make the new dynamic one we need to replace the material on the plane which is at 0. Then we store it in the variable for ease of axis. If there was more than one material on the object we would have to loop through each one and replace the proper index for each one.

    • @glenzhang3646
      @glenzhang3646 2 месяца назад

      @@livinfreestyle6727 During my test, an interesting thing is even I didn't set the newly created dynamic mat instance to any index, modifying the params on that material still takes effect, I wonder why this happens, does Unreal auto set that new dynamic material to index 1 or it did something internally.

    • @livinfreestyle6727
      @livinfreestyle6727  2 месяца назад

      @@glenzhang3646 could be, I'll have to try it out. The important thing though is that we know we need a Dynamic Mat to be able to make changes at run time. I'll do a sanity check at somepoint although most of the time I actually use a full for loop cuz the mesh has multiple materials and I need to update each one in the proper index

  • @duke6800
    @duke6800 9 дней назад

    One hour for - basically - a hardcoded sphere mask pp mat. This is not FOW. You wouldn't want to have this FOW in any game - guess what's missing... Exactly! Masking. More precisely, obstacle masking. Misleading title.

    • @livinfreestyle6727
      @livinfreestyle6727  9 дней назад

      I mean, its part of a series of videos to explore different ways to get the effect. Im fairly certain in various points throughout the series I mention the cheats and callouts. But comment and critique taken

    • @duke6800
      @duke6800 8 дней назад

      @@livinfreestyle6727 Sorry for being harsh - you know how internet allows a**holes to shine. Now I feel bad. I was frustrated because I can't find a technical solution to obstacle masking anywhere. I don't even know hot to approach it without light sim traces.