for the WPO you could do what is usually done with displacements map, so the vertex of the wireframe mesh will displace along the vertex normal. You just need to multiply a scalar value with the VertexNormalWS node, and plug that multiplication into the world possition offset :) hope it helps and nice stuff in your channel
Is that really optimal to have a copy of your mesh? When you work with meshes having significant size, it means creating a pure copy of it, and it is just killing the performance. Is there a way to do something similar but without making a copy of a given object?
@Ryan Manning I've been trying to creating Vertex lighting (like the tesselated flight light look in Silent Hill 2) any way you can help me with this, please?
All your tutorials are excellent !!! but for us we start now, vertex painting is a complete chaos.... when we import and fbx or even the simple "box" that included in basic shapes of unreal, vertex painting is not working at all because of low number of vertex... so it would be nice to have a tutorial of how to create a mesh or a proper geometry that will be capable for vertex painting either inside unreal or in sketchup other software...
Is there a way to make cross-section cut in Unreal Engine? Thumbed through tons of pages and not a decent answer. Though Unity and other sorts are making a great attempt to solving it.
Hi, NIce tutorial. Instead use the world Position offset(which does not give a great precision in all directions. Maybe would be better to have the UV texture(black and white) for the object itself, and layer on top, then do all extra magics, glow, animation with this layer. thanks :)
I love this tutorial and thank you so much Ryan. But i wonder if the "Object Position" substract "Absolute World Position" really works. It seems like the result doesn't change, vertex does not offset in their normal direction but scales base on the center pivot of the mesh. Maybe i am wrong but, anyway, expecting your reply.
You can use a great node for position offset: Vertex normals
So glad that I have found you. Bunch of really helpfull tutorials from various topics. Great channel, cheers!
Amazing tutorial, ive been looking for this. thanks!!
for the WPO you could do what is usually done with displacements map, so the vertex of the wireframe mesh will displace along the vertex normal. You just need to multiply a scalar value with the VertexNormalWS node, and plug that multiplication into the world possition offset :) hope it helps and nice stuff in your channel
Awesome suggestion Aitor! Thanks for the tip. For those of you who want to see the setup Aitor mentioned: i.imgur.com/rMTXkGu.png
@@ThatRyanManning glad i helped :)
I was about to write the same thing, acutally I wrote it and then deleted it because I noticed you alread did :)
Thak you so much, wasted a bit of time trying to do exactly this!
very cool tuts. need more)
BRILLIANT!
You are Great !!!
No you are.
Didn't even know about that, I was rendering UV wireframe from 3d software. This one looks more high quality too because it ignores texel density.
Is that really optimal to have a copy of your mesh? When you work with meshes having significant size, it means creating a pure copy of it, and it is just killing the performance. Is there a way to do something similar but without making a copy of a given object?
You could bake Edges of the UV Map in a texture and use it as a mask.
This is excellent thank you is there a way to have faces one color but the edges lines another?
Hi, will this show any edges of the original mesh? Even edges that have no surface on their sides? All the best! P
Do you know how to have one materials that renders both color and wireframes ? I do not want to duplicate my actors for efficiency reasons
@Ryan Manning I've been trying to creating Vertex lighting (like the tesselated flight light look in Silent Hill 2) any way you can help me with this, please?
All your tutorials are excellent !!! but for us we start now, vertex painting is a complete chaos.... when we import and fbx or even the simple "box" that included in basic shapes of unreal, vertex painting is not working at all because of low number of vertex... so it would be nice to have a tutorial of how to create a mesh or a proper geometry that will be capable for vertex painting either inside unreal or in sketchup other software...
How to make a square mask instead of exact wireframe?
THANKYOU!
Is there a way to make cross-section cut in Unreal Engine? Thumbed through tons of pages and not a decent answer. Though Unity and other sorts are making a great attempt to solving it.
Hi,
NIce tutorial.
Instead use the world Position offset(which does not give a great precision in all directions. Maybe would be better to have the UV texture(black and white) for the object itself, and layer on top, then do all extra magics, glow, animation with this layer.
thanks :)
I love this tutorial and thank you so much Ryan. But i wonder if the "Object Position" substract "Absolute World Position" really works. It seems like the result doesn't change, vertex does not offset in their normal direction but scales base on the center pivot of the mesh. Maybe i am wrong but, anyway, expecting your reply.
Your tutorial is very good man ! Thank you :) I've just one question, do you know a way to can have a more fatter wireframe ?
It's possible but would require a different material setup.
@@ThatRyanManning Do you know how to make it ?
@@SianTubeOff the top of my head no. I'd have to look into though.
cool