Man, you are god! I didn't even know about setting data float by index instead of creating dynamic material instance. Best solution from best teacher. Thank you!
thank you for the tutorial on how to change the parameters in the dynamic material instance, ive been trying for a bit but just couldn't get it to work with my own limited experiance
@@Navhkrin I think Strata is more so that you're able to blend different shading models in to the one shader, like Opaque, Subsurface and Translucent with a "strength" amount. I could be wrong, however
@@PrismaticaDev Hi! I have a question for you and I figured you would be able to help me since your channel mostly focuses on this area of things. I wanted to know if its possible to have a WPO Shader animation only cycle if the mesh that the shader is set to is moving. What I'm saying is that I want the animation to stop moving if the mesh itself is not moving and vice versa. This is opposed to how everything already works where Shader animations automatically start cycling the moment you set them. I understand how to use Panners and Timers already, but for my project its important that certain animations move along with the characters. Given how advanced the shader system is in UNREAL I suspect that there is definitely a way to do this without having to program it in Blueprint. If you still don't get what I mean though, the best example that I can give you to help understand what I'm trying to do is how in Blender there is a setting with the Grease Pencil Noise modifier called: Randomize. Having Randomize turned on means that the noise animation on outlines will play automatically when the timeline is moving, but when you turn this setting off the noise animation only cycles so long as the camera is moving or if a mesh object itself moves. If you know anything about this the help would be greatly appreciated.
This feature is very useful and most importantly - straightforward. I suppose Epic decided to limit it to 1 slot because of some VRAM and RAM leak issues since release of UE 5. Unfortunately resource usage is the main cons of the current engine, but it is worth all the fancy additions over the UE4.
Oh this is extremely useful. I've been trying to come up with a system similar to Dark Souls' phantom/invader colors and this feature looks like it'll save me a lot of hassle there.
Request: Can you make a video on keyframing Atlas textures in Sequencer? For example, if an animator wanted to keys frame certain quadrants in a texture atlas in Sequencer? Not necessarily run through the atlas from Quadrant00 to Quadrant99. But pick and choose which atlas quadrant to display and key frame it in Sequencer. THANK YOU FOR THIS MATERIAL OVERLAY VIDEO!!!!!!
Is that possible work after smooth the mesh in shader ? Some anime style character will need the outline when mesh is smooth because the Continuous outline but still keep the mesh hard's normal
Is it possible to make overlays for OBS from unreal engine 5? Basically a HUD overlay that is only animated, not interactive; on a loop, and saved as a webm file.
Hello, great content btw. Im using UE5.3 and I cannot change dynamically the parameter of my Overlay material. I've created a dynamic material and set it to the Material Overlay as in your tutorial but it doesnt update. Any suggestions?
Good call! Post-process outlines can be quite overkill, since you're applying it to the entire screen (even if it only looks like it's affecting a portion of it) The only benefit of a post-process/stencil outline is that it's guaranteed to make a clean outline. Using a inverse hull can leave some bits un-shaded (the capes on the characters in the video thumbnail, for example)
What kind of golden channel I just found
This guy is amazing, thank you so much for everything
Damn, just found your videos after getting into Unreal w/ Blender recently and the amount of knowledge you've shared is insane. Thank you!
Man, you are god! I didn't even know about setting data float by index instead of creating dynamic material instance. Best solution from best teacher. Thank you!
Always learning great information from you. Love your teaching style. Thanks as always Charlie!
was curious from the moment it was announced in UE 5.1, but no other place explained it better than here! even the official documentations.
Can't wait to switch to UE 5.1 to try this and the new enhanced input system. Amazing content btw and a true Sigma at 2:00
This channel's knowledge is deep man!
Man, I love your content!
Your room lighting looks as if you constantly were about to be arrested.
Hahaha I should make the lights alternate flashing as well :P
thank you for the tutorial on how to change the parameters in the dynamic material instance, ive been trying for a bit but just couldn't get it to work with my own limited experiance
Epic should totally add slots to this, it would be great for making taut clothing or perhaps even cool trail effects, and of course the outlines!
Definitely. There's a lot of potential for awesome effects, although there is a lot of potential for performance abuse :P
@@PrismaticaDev I think a Fresnel with an inverse hull would make a pretty sweet 'gradual' glow :)
I think that is the purpose of upcoming "Strata" materials
@@Navhkrin I think Strata is more so that you're able to blend different shading models in to the one shader, like Opaque, Subsurface and Translucent with a "strength" amount. I could be wrong, however
@@PrismaticaDev Hi! I have a question for you and I figured you would be able to help me since your channel mostly focuses on this area of things.
I wanted to know if its possible to have a WPO Shader animation only cycle if the mesh that the shader is set to is moving. What I'm saying is that I want the animation to stop moving if the mesh itself is not moving and vice versa. This is opposed to how everything already works where Shader animations automatically start cycling the moment you set them.
I understand how to use Panners and Timers already, but for my project its important that certain animations move along with the characters. Given how advanced the shader system is in UNREAL I suspect that there is definitely a way to do this without having to program it in Blueprint.
If you still don't get what I mean though, the best example that I can give you to help understand what I'm trying to do is how in Blender there is a setting with the Grease Pencil Noise modifier called: Randomize. Having Randomize turned on means that the noise animation on outlines will play automatically when the timeline is moving, but when you turn this setting off the noise animation only cycles so long as the camera is moving or if a mesh object itself moves. If you know anything about this the help would be greatly appreciated.
Gonna use this in my current project 🔥.
It's a banger! I hope they keep updating it
7:42 dude you're wearing your overlay today
damn yesterday i was searching for soo long to find a feature like that xD how did i not find this
This feature is very useful and most importantly - straightforward. I suppose Epic decided to limit it to 1 slot because of some VRAM and RAM leak issues since release of UE 5. Unfortunately resource usage is the main cons of the current engine, but it is worth all the fancy additions over the UE4.
Oh this is extremely useful. I've been trying to come up with a system similar to Dark Souls' phantom/invader colors and this feature looks like it'll save me a lot of hassle there.
You should try modifying the pixel depth offset if you want to render things in front of other things.
Awesome Sauce!
I'm going to experiment with this and Render Targets. See how it goes
Ilove your artstyle, is there any other games out there with a similar artstyle?
I’m not sure actually haha
Request: Can you make a video on keyframing Atlas textures in Sequencer? For example, if an animator wanted to keys frame certain quadrants in a texture atlas in Sequencer? Not necessarily run through the atlas from Quadrant00 to Quadrant99. But pick and choose which atlas quadrant to display and key frame it in Sequencer. THANK YOU FOR THIS MATERIAL OVERLAY VIDEO!!!!!!
Is that possible work after smooth the mesh in shader ? Some anime style character will need the outline when mesh is smooth because the Continuous outline but still keep the mesh hard's normal
Is it possible to make a static mesh partly translucent with an overlay material (independently of his current materials) ?
Is it possible to make overlays for OBS from unreal engine 5? Basically a HUD overlay that is only animated, not interactive; on a loop, and saved as a webm file.
Hello, great content btw. Im using UE5.3 and I cannot change dynamically the parameter of my Overlay material. I've created a dynamic material and set it to the Material Overlay as in your tutorial but it doesnt update. Any suggestions?
Excellent content! I have been looking for an outline style similar to what you show in the into. Have you done a video on it, or know of a good one?
I literally clapped and did a loud YEEESSS at the Custom Data bit hahaha, so cool, thank you so much for many many useful and very well put tutorials
poggersssss!
can you create more than one material overlay?
Wheee I'm gonna use this instead of the post process outline material 👍👍👍
I wonder which method is more efficient 🤔
Good call! Post-process outlines can be quite overkill, since you're applying it to the entire screen (even if it only looks like it's affecting a portion of it)
The only benefit of a post-process/stencil outline is that it's guaranteed to make a clean outline. Using a inverse hull can leave some bits un-shaded (the capes on the characters in the video thumbnail, for example)
@@Atharv0812 PP is alot more expensive
What do you do if "set material overlay" seemingly does nothing?
cant we just in c++ copy the overlay material code, and add it to sk_mesh to have 2? or as many as we want?
Probably, yes haha. But I’d prefer not building from source, it can make updating very hard
@@PrismaticaDev one year later, my overlaymaterial in 5.5 wont clear if i set it to none lol
Sweet segue brother
everytime i see that long hair i remember the lord of the rings lol
Great video! But i've come across this problem, Is there a way to set parameters on an overlay material?
It's in the video :) No skipping!! Haha
9:35 for regular parameters, and later on in the video we talk about setting parameters through Custom Data
I,m in the future and still hasn't change.
Looks like its not working with nanite tho?
Hmmmm. I'm not surprised haha although I'm sure it will further in the future.
How can I download your game ?
"apologies to your eyeballs"
-Deletes it immediately
Does not work with nanite sadly
you should do a video on material layers please
Charles rocks
Sadly still only 1 slot, in 5.3
Very sadge :( might have to write a plug-in for it! Haha
I would like to be a custom data enjoyer
Sadly its not work with ue4
Sadly, yet another thing that doesn't work with nanite :(