Material Cutoff Effect Tutorial - (UE4)

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  • Опубликовано: 8 сен 2024
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Комментарии • 99

  • @UnrealCG
    @UnrealCG  6 лет назад +5

    Hello Friends, Don't forget to Subscribe. Also Watch this Disintegration effect if you haven't already, it is similar to this effect. ruclips.net/video/gldIJGqlWf0/видео.html

    • @heaventower
      @heaventower 6 лет назад

      Hi,do you have tutorial for beginner to use particle system?

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      I have few particle system tutorials. But if you want beginner stuff.Then these tutorials from epic will get you upto speed. They are old. But I don't think much has changed. Here is the link : ruclips.net/video/OXK2Xbd7D9w/видео.html

    • @heaventower
      @heaventower 6 лет назад

      Thank you so much !!

    • @Nezha_Prime
      @Nezha_Prime 5 лет назад

      Can you use this with objects that have opacity on them? Because when adding opacity map for an object it doesnt work.

  • @mrmensje1
    @mrmensje1 6 лет назад +10

    the stuff you do is so amazing, thanks for making them 100% free and easy to follow :D

  • @Arramond2
    @Arramond2 4 года назад +1

    How have I not found this channel before? This is gold. Thanks very much.

  • @centersolace
    @centersolace 6 лет назад

    Gee, RUclips, I really would have liked to have seen this in my subscription feed *yesterday*. It's a good thing I was randomly looking through the Unreal tutorial channels or else I never would have seen this.
    Which is a good thing too, as I have been wanting to learn how to do this forever!

  • @edgetransit3320
    @edgetransit3320 5 лет назад +1

    I found your videos yesterday, you are amazing. God bless you.

  • @favc097
    @favc097 Год назад

    I know this video is old but if you guys are trying to render in sequencer without any achieve... well insted of creating in te "Construction Script" tab, you should create this in the event graph anf plug the event tick... this is not visible in viewport btw but you can use construction for viewport, then disconnect it and connet the event tick for rendering

  • @dannyshrosli3046
    @dannyshrosli3046 3 года назад +6

    Hi ! I followed along your tutorial. The end result was my radius value from 0 to 100 opacity instead of gradually from 0 - 100 . i notice on 5:41 when i plug in scalar value, my power node preview doesnt change to white, it remains black. Your immediately changes to white, what im missing out here. I redid the tutorial twice, doesnt seem to get it working . Thanks for your time, reading this !

  • @wii58739
    @wii58739 3 года назад

    You have gotten another subscriber, this is good stuff

  • @BlackPara11
    @BlackPara11 Год назад

    Good video!!! Thansk!

  • @caiyinke3404
    @caiyinke3404 5 лет назад +2

    What an amazing tutorial! And I made it. But I want to animate this effect so that it can be used in my animation. But I do not know how to set the key frame to the effect. Could you help me about that?

  • @dallasholloway2235
    @dallasholloway2235 4 года назад

    This is awesome! Thanks for sharing.

  • @skelmirmorgul2377
    @skelmirmorgul2377 6 лет назад

    You are that was people are calling holy! Keep all eyes on your channel :3

  • @matty3732
    @matty3732 6 лет назад

    So cool!! Love your videos! every time you surprise me with another amazing tutorial!

  • @chlbrn
    @chlbrn 6 лет назад

    Oh man, this is great. instantly subbed

  • @carlos321698
    @carlos321698 6 лет назад

    Your tutorials are so unique, keep at it. :]

  • @vasylkalinin1340
    @vasylkalinin1340 6 лет назад

    That is what I need =) Thank you for great tutorial.

    • @UnrealCG
      @UnrealCG  6 лет назад

      You are most welcome :)

  • @mene1in
    @mene1in 6 лет назад

    Thank you, this helped a lot

  • @esjastad
    @esjastad 6 лет назад

    Hoping this still gets seen even though this video is slightly older now. Thanks for all your great tutorials. Can you do this effect with more than 1 masking zone? Say I had a cube and I wanted to mask two separate areas, like poking two holes in the mesh?

  • @sanketvaria9734
    @sanketvaria9734 5 лет назад +1

    instead of sphere mask how do I use static mesh as mask?

  • @Tosix68
    @Tosix68 6 лет назад

    Awesome tutorial, thanks a lot :D

  • @nguyencsc
    @nguyencsc 2 года назад

    Thanks your tutoriors so much. I just have 2 problem:
    1/ How to solid object when cutoff?
    2/ When I use "Use Custom Position", it disappear while Play

  • @ErvinJesse
    @ErvinJesse 6 лет назад

    Thats really cool thanks!

  • @tommyyodergamecreator
    @tommyyodergamecreator Год назад

    Hi UnrealCG, What would be the best way to clamp the dissolve from 0 to 1? Thank you for answering my question!

  • @mattiurrehman361
    @mattiurrehman361 3 года назад

    hi this is amazing but i am having a problem in vr or in simulation when in use custom position

  • @JamesBerrett
    @JamesBerrett 3 года назад +1

    Great tute thanks! I've tried animating the Position actor (simple movement along the X axis) in the sequencer but it doesn't seem to update when I hit play in the sequencer. Any ideas?

  • @michaeltraydor1806
    @michaeltraydor1806 6 лет назад

    great video as always !!

  • @danieljones1206
    @danieljones1206 6 лет назад

    This is amazing! Is there a way to do this while having the the final revealed object being slightly transparent and emissive, like a hologram transitioning on?

  • @vertexdesign2809
    @vertexdesign2809 2 года назад

    Great tutorial, but I have animated it which works fine in the editor, but it won't render in the movie render queue. I am using UE5, any ideas?

  • @MaZeHeptiK
    @MaZeHeptiK 2 месяца назад

    how do i change materials? it is just purple

  • @thegreatSalu
    @thegreatSalu 2 года назад

    so...if I want to render it out, as in sequencer..how can I get the effect to work?

  • @OAXPxo
    @OAXPxo 6 лет назад

    Fantastic!

  • @Thilo87
    @Thilo87 4 года назад

    Will you ever turn off this blinking tutorial-button in the right upper corner?

  • @Adayaskm
    @Adayaskm 6 лет назад

    Nice Tutorial

  • @cristiansoares
    @cristiansoares 6 лет назад +1

    Thanks for this great tutorial! My question is, why is it that when I preview in VR or in Simulate the effect just goes invisible, in another word, the whole material and mesh don't render?

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      I think It probably has to do with the value you have given for radius. Try changing it.

    • @cristiansoares
      @cristiansoares 6 лет назад

      Changing the value did not fix it. I found out that If I check the "Use custom position" and the actor pawn it does not show in simulate or VR, but when unchecked it works. Any ideas why?

    • @UnrealCG
      @UnrealCG  6 лет назад

      Ah ok. This you provide a custom position?. If so try to move it near the mesh with this material on and try chaning the radius.

  • @fangxu2
    @fangxu2 3 года назад

    Somehow custom position does not work in runtime.

  • @TheGrosher
    @TheGrosher 5 лет назад +1

    Hello bro! Im trying to do this effect to render it with the sequencer, but the custom position through the actor blueprint is not working, it keeps starting the transition from the floor, is there a workaround this? Thank you very much in advance

    • @GuiZMo_levrai
      @GuiZMo_levrai 4 года назад +2

      Hello ! Thanks for this Great tutorial !! I have the same issue, the location/position is not keyable because is RGBA values and not XYZ coordinate. I'm a very very biginner in UE and I think i have missing the Blueprint logic. In my cinematic project i would want the center effect follow any character or mesh. ^^ If someone can help me

  • @enricobersani8948
    @enricobersani8948 2 года назад

    is there a way to set the collision based on the mesh visibility with this mask?

  • @rkrehe20
    @rkrehe20 5 лет назад

    YUNG UNREAL GOD

  • @AlienPixel
    @AlienPixel 6 лет назад +1

    awesome

  • @FenrirVampire
    @FenrirVampire 5 лет назад

    Dude, you are amazing, im following your tutorials one by one and i have learned a lot thanks to you. I managed to follow this tutorial till the end but even when i change the radius to 0 before hitting play, i can see my model after entering play mode, could you help me?

    • @UnrealCG
      @UnrealCG  5 лет назад

      Is it working in the editor?

    • @FenrirVampire
      @FenrirVampire 5 лет назад

      @@UnrealCG Yes, but i managed to solve it comparing my project with the one in patreon, turns out i wasnt using a Material Parameter Collection variable

    • @FenrirVampire
      @FenrirVampire 5 лет назад

      Thanks for the quick response btw. Keep up the good work man, im marathoning your content to learn as much a i can about materials and particles.

  • @omegaluo2522
    @omegaluo2522 6 лет назад

    awesome!!!!

  • @TheTchaume
    @TheTchaume 6 лет назад

    Fantastic tutorial as ever. The sphere is the only form available to mask ?

    • @UnrealCG
      @UnrealCG  6 лет назад

      There is also box mask 3d.Thanks man.

  • @MrPangahas
    @MrPangahas 3 месяца назад

    will the collisions be masked away too or do they stay

  • @TheNekoz
    @TheNekoz 5 лет назад

    Awesome tutorial, I'm having an issue though. I need to apply this effect to multiple objects independently, but when I move any actor it change the position of the same mask, showing or hiding all the objects at the same time. Any tip?

    • @UnrealCG
      @UnrealCG  5 лет назад +1

      You need to create multiple collection parameters for each of the materials. Then you can control them individually.

    • @TheNekoz
      @TheNekoz 5 лет назад +1

      @@UnrealCG Thanks man, I didn't really expect an answer an year after the tutorial realease, but here you are. You're great!

  • @OAXPxo
    @OAXPxo 6 лет назад

    Can we access the Radius from blueprint or C++?

    • @UnrealCG
      @UnrealCG  6 лет назад +2

      Yes you can. You can access the radius using a parameter collection(that's how I am able to change the radius using the actor at the beginning of the tutorial ) or making it a scalar parameter.Hope this helps.

    • @OAXPxo
      @OAXPxo 6 лет назад

      Ok Thanks :)

  • @PraneshArry
    @PraneshArry 6 лет назад

    Sugoi! Arigato!

  • @akihaennem
    @akihaennem 6 лет назад

    Hi mate,
    This is awesome, almost the same I was looking for.
    Could you tell me how I can reverse the effect? I mean I'd like to cut off the part of the material before the radius and not after that.
    Also it looks like it's not working during runtime, my mesh just disappears. Any solution for that?

    • @UnrealCG
      @UnrealCG  6 лет назад

      Hello, You can get the reverse effect by just connecting a one minus node on the sphere mask output.
      We use construction script which will only work in-editor. If you want it to work in-game. You can just animate the parameter values using a timeline in the event graph. Hope this helps.

    • @akihaennem
      @akihaennem 6 лет назад

      Thanks, these all worked.
      Is there any way to enable the refraction node? I'm trying to apply this on some glass-like material(like M_Glass from the startercontent), but to do so I will need the refraction part as well, unless you can suggest another approach.

    • @UnrealCG
      @UnrealCG  6 лет назад

      If you want refraction then you need to use translucent material.

    • @akihaennem
      @akihaennem 6 лет назад

      I tried that, but if I change the Blend Mode to translucent, I'm not able to use the opacity mask node, so I lose your cutoff feature :/

    • @UnrealCG
      @UnrealCG  6 лет назад

      Just connect that to the opacity.

  • @agentarachnid2009
    @agentarachnid2009 5 лет назад

    How would you do this via post processing?

  • @user-fk6yk4po3n
    @user-fk6yk4po3n 6 лет назад

    cool!!!!!

  • @HeXtion
    @HeXtion 6 лет назад

    Any ideas how to make The inside of the mesh to have the same effect, so it wouldn't look like a paper?

    • @UnrealCG
      @UnrealCG  6 лет назад

      In this video I show a way to make the insides of the mesh emissive. you can use that here and change the emissive color to the fringe color and then the mesh won't look hollow. ruclips.net/video/GO5zQ5tUUbM/видео.html

    • @HeXtion
      @HeXtion 6 лет назад +1

      Nice! how did i missed that one :O

  • @PhloppyDiscs
    @PhloppyDiscs 5 лет назад

    sound is painful for anyone with headphones. also this didn't work for me once i hit play. I would love to know what the issue is causing this not to work once i start the game

  • @walkermuz
    @walkermuz 6 лет назад

    Thanks for an amazing tutorial. One question though - I have followed your steps closely, but actors and meshes I applied this technique on, they disappear by radius value only, so even the ones on the farthest from the controller actor they appear the last.
    Also, when I use the 'radius' parameter using material parameters, actor/mesh renders transparent. I have to use one within Material itself - then it renders fine.
    I must have done something wrong here, haven't I?

  • @lethiagames9208
    @lethiagames9208 6 лет назад

    just like mario galaxy 2

  • @jens2481
    @jens2481 6 лет назад

    Is there a way to invert this? So that the mesh doesn't render in a specific volume?

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      Sure, all you have to do is add a one minus node after the power node. Hope this helps.

    • @jens2481
      @jens2481 6 лет назад

      Thanks! Also, the material dont seem to be able to change at runtime; I tried to attach the Position actor to another actor, and the material didn't change... Is there a way to fix this?

    • @jens2481
      @jens2481 6 лет назад

      Never mind! I just plugged the "Set vector parameter value" to the event tick, and it worked perfectly!

    • @UnrealCG
      @UnrealCG  6 лет назад

      Yeah, that's because I have connected it to the construction script it only works in the editor. You can go to the event graph and animate the radius with a time line then it should workfine.

    • @jens2481
      @jens2481 6 лет назад

      And one last question; do you know if there is any way to alter the sphere mask? Like turn the "area of effect" to a cube, or a custom mesh?

  • @mikkelsrensen3176
    @mikkelsrensen3176 5 лет назад

    So, does anyone know how to make this Unity? I've tried to follow the tutorial a couple of times, but I can't seem to figure it out :)

  • @clemensbeute5031
    @clemensbeute5031 6 лет назад

    love your tutorials, really great stuff! :)
    Do you know a way how to implement this, so that it effects all objects in a level, so that I dont have to implement a material function into all my exsisting materials? I would really like to achieve a simmilar effect like in Assasins Creed origins ( ruclips.net/video/hjrDQaPEbdA/видео.html ).

    • @UnrealCG
      @UnrealCG  6 лет назад +1

      This is done using a post process material. I will try to make a similar effect in the future.

    • @clemensbeute5031
      @clemensbeute5031 6 лет назад

      Thank you! Got exactly the effect I was looking for, by using post processmaterial and TriplanarCameraVector node for an alternative sky.