Post-processes can be used for all sorts of things in a project, my favourite is using this kind of effect when the player takes damage. Quickly pixelating the edge of the screen, colour shifting in the direction of damage, then returning back to normal. I wanted to explain every step of the process instead of just showing you a node graph and leaving you to figure it out for yourself. Let me know if you liked the format, if you'd like to see anything different as well as what you'd like me to make a guide on next!
i need exactly a mozaik effect like that even before you made the movement shifting effect. thank you for this tutorial. however, the effect goes through everything and even if the actor i want to have the pixel effect is behind a door for example, the pixel effect still goes through the mesh of the door. do you have a way to not reveal that something with this effect is behind the door and only when im actually looking at the actor with no obstructions in the way can i see the actor and the pixel effect?
This is golden, bro! xD For my own purposes, I added a sample from scene depth (pixel effect gets really ugly to look at from greater distances). So something like "SceneDepth / 8000000 -> Saturate -> Lerp(4, 0.5)" which then replaces the "PixelationAmount" parameter. I also set the Blendable Location of the material to be "Scene Color After DOF" so I could read the scene depth texture. Very great results, and looks very un-"Unreal", which is also great! :D
Thank you so much for this explination! I hate working with materials but you made it very easy to understand. Please keep up thee awesome tutorials! Also, how do I make it so the effect goes any other directions other than side to side like it is?
No problem, thanks for the comment! You can change the direction by modifying the "Add" nodes - right now it offsets both X + Y but you might want to make it only on the X value for instance.
Post-processes can be used for all sorts of things in a project, my favourite is using this kind of effect when the player takes damage. Quickly pixelating the edge of the screen, colour shifting in the direction of damage, then returning back to normal.
I wanted to explain every step of the process instead of just showing you a node graph and leaving you to figure it out for yourself.
Let me know if you liked the format, if you'd like to see anything different as well as what you'd like me to make a guide on next!
I just wanted to say that the way you explain stuff is so clear and easy. Love the video. Thank you so much.
Glad it was helpful!
nice video.
great explanation of custom stencils, postproc.
That view size node was a great addition. Thanks.
worked perfectly TYSM
+ added speed for the glitch as well, looks even better
i need exactly a mozaik effect like that even before you made the movement shifting effect. thank you for this tutorial. however, the effect goes through everything and even if the actor i want to have the pixel effect is behind a door for example, the pixel effect still goes through the mesh of the door. do you have a way to not reveal that something with this effect is behind the door and only when im actually looking at the actor with no obstructions in the way can i see the actor and the pixel effect?
Great video thank you! Can anyone suggest a method of accessing the material parameter like 'pixelation amount' in Sequencer?
Hey Danny, I wad wondering when you will make the tutorial on how to direct the effect towards specific objects or characters?
Hey there, you’d could have the post process effect a certain stencil channel and then have those objects be set to that channel? Hope that helps
This is golden, bro! xD
For my own purposes, I added a sample from scene depth (pixel effect gets really ugly to look at from greater distances). So something like "SceneDepth / 8000000 -> Saturate -> Lerp(4, 0.5)" which then replaces the "PixelationAmount" parameter.
I also set the Blendable Location of the material to be "Scene Color After DOF" so I could read the scene depth texture.
Very great results, and looks very un-"Unreal", which is also great! :D
Very nice way to do it! Great job, would love to see the results for that
@@DanGoodayleUnreal I would love to show you, but it's not quite ready! xD I can ping you when it's presentable if you want..
@007LvB sounds good to me!
nice!!!
Looks great. Thanks for explanation!
No problem!
Thank you so much for this explination! I hate working with materials but you made it very easy to understand. Please keep up thee awesome tutorials!
Also, how do I make it so the effect goes any other directions other than side to side like it is?
No problem, thanks for the comment!
You can change the direction by modifying the "Add" nodes - right now it offsets both X + Y but you might want to make it only on the X value for instance.
Thanks for posting this!
Thank you!
heroic!!
great tips, but using a IF node is costly. Using a stencil compare node could be more efficient :)
Very true! I need to look at what this compiles too, would be an interesting comparison to see how the performance is impacted
@@DanGoodayleUnreal I just hope there is no IF in the stencil compare node :P
@@SpaceShrimp there is, lol
@@AlenHR damn... :D