Unreal 5.2 - Spiderverse inspired post process effect (FULL TUTORIAL)

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  • Опубликовано: 28 дек 2024

Комментарии • 69

  • @hotsauce7124
    @hotsauce7124 Год назад +10

    Looking forward to the water color effect you mentioned in the beginning of the video.

  • @Afflictionability
    @Afflictionability Месяц назад

    full value learning how you isolate things in the scene

  • @Andropex
    @Andropex Год назад +5

    Post Process materials are so interesting theme to learn and your content is really cool. Please do more, u`re great!

  • @narenjj
    @narenjj Год назад +3

    Absolutely fantastic! Please continue bring all spiderverse effect!! :)

  • @alisadeghi4480
    @alisadeghi4480 11 месяцев назад +1

    Can you please make a video about how to control the hatching sizes based on the camera distance?

  • @IamAVaporeon
    @IamAVaporeon Год назад +3

    I've learned so much simply from this tutorial. The information here is invaluable. Thank you so much, subscribed!

  • @JayLin-c6s
    @JayLin-c6s Месяц назад +2

    looking for the alternative version in ue5.4, because the "before tonemapping" setting is removed...

  • @locodrome
    @locodrome Год назад +1

    LOVE this tutorial - learned so much from it. As a relative noob, I'd love to hear more of the reasoning and thought process as you go in order to learn the principles, but I'll take what I can get. Thank you for doing this!

  • @seankale5116
    @seankale5116 9 месяцев назад

    love this so much, very very well done! the only thing is that my metal surfaces still aren't very reflective.

  • @wttrlabs
    @wttrlabs Год назад +2

    amazing stuff! Please keep these coming!

  • @galaxymemer
    @galaxymemer 8 месяцев назад

    THANK YOU- THIS IS EVERYTHING I'VE NEEDED FOR SO LONG

  • @filydembele1851
    @filydembele1851 Год назад

    Thanks a lot for this, its amazing ! I would love a Gwen watercolor inspired post process tutorial 🙏🙏

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад +1

      I´ve been really busy with work and life in general, but I still have it on the queue, hopefully I can get to it soon! :)

    • @filydembele1851
      @filydembele1851 Год назад

      ​@@EnriqueVenturaGames I understand, please take your time :)

  • @TheGiakaama
    @TheGiakaama 9 месяцев назад

    Nice Tutorial, some outlines would be cool combined with this effect. And maybe some thing on how to isolate this effect only on some meshes not all .

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  8 месяцев назад +1

      You can apply the outlines from my other tutorial video (check it out! :P )
      For your other suggestion, you can apply the effect to specific meshes using the stencil buffer

    • @InternetPinapple
      @InternetPinapple 8 месяцев назад +1

      @@EnriqueVenturaGames which one?

  • @eldonfrascoverde1
    @eldonfrascoverde1 Год назад +2

    Gracias por compartir todo el proceso desde el analisis de la imagen de referencia hasta el resultado final tan exacto. Hacen falta más tutoriales de este estilo donde se explique todo el proceso y analisis paso a paso para que se pueda comprender como ir desde el punto A al punto B y que no sea como otros tutoriales más cortos donde simplemente se copian los pasos y se optiene el resultado. ❤

  • @hotsauce7124
    @hotsauce7124 Год назад +1

    This is VERY COOL!!!!

  • @TheTylerCathey
    @TheTylerCathey Год назад

    NAHHHHHHHH THATS SICK AF BRO

  • @rodericdarkwell
    @rodericdarkwell 8 месяцев назад

    Could you please make a video on how to do something similar to this but like in the show Arcane? AMAZING WORK!!

  • @imkeyi
    @imkeyi Год назад +1

    wow this is outstanding thank you

  • @pamparam3495
    @pamparam3495 5 месяцев назад +1

    UE5.4 doesn't have "before tonemapping"

  • @igorberezin8767
    @igorberezin8767 Год назад

    Thank you for the great tutorial, is there a possibility to use it in mesh as overlay material? For example if I want some amount of objects effected by this post effect but most of objects and location not

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад +1

      While maybe you can try to create a surface shader version of this effect, an easier approach is to use stencil masks to limit the meshes the effect is applied to.

  • @cryingpsycho
    @cryingpsycho Год назад +1

    Please do the glitches too!

  • @julianquiroga346
    @julianquiroga346 Год назад

    Enrique muy buenos videos!! Te hago una consulta, comentaste al final del video que se podría hacer que la densidad de las líneas y los puntos se escale en base a la distancia de la camara... como podria conseguir eso?? asi las sombras de los objetos que estan lejos no se ven tan grandes las lineas

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад +1

      Gracias! La forma más fácil de hacer algo así es usar un lerp (interpolación lineal) entre los dos valores extremos; por ejemplo, una distancia entre lineas muy grande, y otra muy pequeña.
      En este LERP, el valor de Alpha dependería de la distancia a cámara. Sin embargo, tienes que normalizar este valor y mantenerlo entre 0 y 1.
      Para normalizar un número, tendrás que tener una idea de los posibles valores máximo y mínimo:
      distancia normalizada = (distancia actual - distancia minima) / (distancia máxima - distancia mínima)

    • @julianquiroga346
      @julianquiroga346 Год назад

      Geniooo!! muchas gracias por la respuesta@@EnriqueVenturaGames

  • @v7ryj803
    @v7ryj803 5 месяцев назад

    how would i go about changing the strength / opacity of the lines for the shadow??

  • @FlamyREC
    @FlamyREC Год назад

    Looks amazing :O! I was wondering thou how to make the line patterns less visible, like turning the opacity by 50%

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад

      Thank you! You can adjust the intensity, before you multiply the lines with the main part; there are a few ways, but an easy one would be to use a min() to increase the minimum value

  • @qaztim11
    @qaztim11 Год назад

    Trying to replicate this in UE4, it works but the really ups the brightness of the scene unless the specular is turned up, wich makes the diagonal lines show on non shadowed objects.

  • @shubhampranav
    @shubhampranav Год назад

    great tutorial ! will you be doing more effects from the spiderverse movies?

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад +1

      Thank you! Yeah, I want to do so, but it's been really busy for me this month

  • @Southinator1
    @Southinator1 Год назад +1

    HI Enrique , How do i combine this Post process effect with a current texture that i have made for a character or static mesh ?

  • @InternetPinapple
    @InternetPinapple 8 месяцев назад

    why does everything look unlit and how do i add the halftone effect to everything??

  • @KenHaise
    @KenHaise 7 месяцев назад

    How do i make everything have the circles in the lights

  • @wolfisft
    @wolfisft 10 месяцев назад

    So unfortunate that you didn't cover scaling of halftone pattern density based on distance from camera. That is what I am trying to figure out for the past week. Distance between the camera position and the absolute world position tends to distort the pattern. Are there any ideas on how to scale it correctly without relying on static implementation via World Aligned Textures?

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  10 месяцев назад +2

      Sadly moire artifacts are kinda common with any repeating small pattern like that. To change any parameter based on camera distance, you can use a lerp: A and B will be the minimum and maximum values for the parameter, and the alpha is the camera distance, which will probably need to be fit into the correct range (you can search for fit function)

    • @wolfisft
      @wolfisft 10 месяцев назад

      @@EnriqueVenturaGames My apologies for reading your message late. I ended up moving on with other techniques in the meantime (inverted hull outlines using Geometry Scripting; rim lights, toon shader and bloom) for my university project. But now after seeing it, I tried to implement your suggestion with the remap node instead of custom fit function.
      And I got the same moire distortion. But, for some reason, when I remapped UVs to [-1,1] range before applying the ScaleUVsByCenter function and then back to [0,1] range it all worked pleasant. Not entirely sure why it required remapping of UVs to make it work. If I'll have spare time I'll try to figure it out, but for now I'm so happy with what I have.

  • @jimmyjones3200
    @jimmyjones3200 9 месяцев назад

    Hello> Firstly, holy cow. this effect is really really cool. I have been researching for a while and coming up short. However, I have one slight problem. I want to apply this effect to everything so I have left out the last part. But it really doesnt bode well with the sky. Its just black. Does anyone know why? Thanks

  • @Cipxvr
    @Cipxvr Год назад +1

    Hey Im curious if there is a way to achieve the same effect without making the textures look plastic-y because of the base color. Im new too shaders so any help would be awesome!

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад

      Yeah you can still use metallic materials as usual (see the reflective sphere behind the mannequin character in the video). You could still incorporate the roughness and other properties of the material as well, shouldn't be too complicated. Good luck! :)

  • @cryingpsycho
    @cryingpsycho Год назад +3

    I'd love more stylized stuff. Thanks!

  • @ustos974
    @ustos974 7 месяцев назад +2

    hello I have a question in my unreal 5.4 I don't have the "before tonemapping" in post process mterial someone would know why?

  • @alexsw7077
    @alexsw7077 Год назад

    Is there like a colordestrotion thing or is the just the lights in the scene that is making it like that? Cuss i see like purple lines n stuff

  • @bakedagency
    @bakedagency 8 месяцев назад

    Is there a way to make this effect work on everything in the view port and not just meshes I have a cloud system that I want to glitch...?

  • @asiaschannel002
    @asiaschannel002 6 месяцев назад

    the background of my probject is with lines but white, how can i fix it?

  • @UniteUnleashed
    @UniteUnleashed 6 месяцев назад

    I hope you still read these comments...
    I got mostly everything right while following you, but there's this weird effect where the lines and dots keep moving and its killing me, do you know a fix?

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  6 месяцев назад +1

      I do read them! :)
      There could be a couple things causing it; TAA and other postprocess passes can produce a shimmering effect where things seem to "vibrate" in the screen. The post process material processing order is also important (in the material settings): "before/after tonemapping" affects the order in which the postprocess is applied. Hope this helps! Feel free to link a video or screenshot of your problem, maybe there's something else going on :)

    • @UniteUnleashed
      @UniteUnleashed 5 месяцев назад

      @@EnriqueVenturaGames I think I might've under-explained, so as I move in the world the patterns applied will shift and change (I assume that is intended) But I'm trying to get them to stay stationary or static. Thanks for helping!

  • @pamparam3495
    @pamparam3495 5 месяцев назад

    Seems to be you have two mouses at the same time 😀

  • @JonCG
    @JonCG Год назад

    Bro,this one works if you render on sequencer?

  • @GAMERA1
    @GAMERA1 10 месяцев назад

    when using this in first person template and shooting objects or the balls brings a weird distortion kind of effect can you pls show a tutorial to fix it ?

  • @Andropex
    @Andropex Год назад +1

    Hi. Dude, this tutorial is legendary. You are a fucking legend!
    I love it so much and find some ways to use it as I need it, but I also have a few troubles and would appreciate it if you would help me figure this out.
    Do you have any ideas why I have a screen full of white glitches / pixels (Like white noise on tv) as a result of custom stencil? 24:20.
    And as a result of the next step at 25:55 my screen keeps being full of glitches, but now a bit less and they are just black. so i can see the scene, and now the character in my scene is colored as well as the scene, not lightless as yours.
    P.S.-1 - Yes, i changed the parameter in BP.
    P.S.-2 - Happens on both UEngine versions 5.1 & 5.2.
    P.S.-3 - It seems like something brakes up on step of making stencil mask. I`m so mad))
    P.S.-4 - How fucked up am I? I forgot to change the project parameter you talked about...
    It Works now)) oh boy... Here we go.

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад

      Ok so it sounds like your stencil buffer is busted for some reason. Make sure that the stencil pass is enabled on your project settings, and that only the meshes that you want to render a pass have the custom depth pass enabled.
      Another possible cause could be a hardware conflict? (That would be more rare)

    • @Andropex
      @Andropex Год назад

      @@EnriqueVenturaGames You`re right. As i wrote above - I forgot to change the project parameter you talked about. Thanks dude!

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад

      @@Andropex Glad you found it! :)

    • @Andropex
      @Andropex Год назад

      @@EnriqueVenturaGames Dude, do you have any experience using texture instead of lines or dots from this tutorial? For example, replacing some of the nodes to create a visual effect that takes from the alpha of the needed texture, overlaid with the use of shadow and highlight masks that you create?

    • @Andropex
      @Andropex Год назад

      That's what I'm trying to achieve and I generally achieve this result, only I'm using the rgb channel instead of alpha and I'm losing one of the colors when I try to adjust the Tint for this texture.

  • @YulikLisica
    @YulikLisica Месяц назад

    в игре это выглядит ужасно..не юзайте...но пару моментов можно подчеркнуть ...но вообще тема отстойная и не стоит внимания