Glitch Post-Process Effect + Stencil Buffers with Unreal Engine 5

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  • Опубликовано: 23 дек 2024

Комментарии • 26

  • @DanGoodayleUnreal
    @DanGoodayleUnreal  Год назад +2

    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!

  • @cathleenclayton9433
    @cathleenclayton9433 10 месяцев назад +1

    I just wanted to say that the way you explain stuff is so clear and easy. Love the video. Thank you so much.

  • @jerobarraco
    @jerobarraco 3 месяца назад

    nice video.
    great explanation of custom stencils, postproc.
    That view size node was a great addition. Thanks.

  • @samarthgohel3624
    @samarthgohel3624 3 месяца назад

    worked perfectly TYSM
    + added speed for the glitch as well, looks even better

  • @L89P13
    @L89P13 Месяц назад

    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?

  • @tadhgcollins1187
    @tadhgcollins1187 3 месяца назад

    Great video thank you! Can anyone suggest a method of accessing the material parameter like 'pixelation amount' in Sequencer?

  • @air_id_as
    @air_id_as 2 месяца назад

    Hey Danny, I wad wondering when you will make the tutorial on how to direct the effect towards specific objects or characters?

    • @DanGoodayleUnreal
      @DanGoodayleUnreal  2 месяца назад

      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

  • @007LvB
    @007LvB 5 месяцев назад

    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

    • @DanGoodayleUnreal
      @DanGoodayleUnreal  4 месяца назад +1

      Very nice way to do it! Great job, would love to see the results for that

    • @007LvB
      @007LvB 4 месяца назад

      @@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..

    • @DanGoodayleUnreal
      @DanGoodayleUnreal  4 месяца назад

      @007LvB sounds good to me!

  • @恥ずかしさをお届け
    @恥ずかしさをお届け 3 месяца назад +1

    nice!!!

  • @SanyaBane
    @SanyaBane 8 месяцев назад +1

    Looks great. Thanks for explanation!

  • @magicman8260
    @magicman8260 Год назад

    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?

    • @DanGoodayleUnreal
      @DanGoodayleUnreal  Год назад +1

      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.

  • @MrITuckerz
    @MrITuckerz Год назад +1

    Thanks for posting this!

  • @ericdrob
    @ericdrob 11 месяцев назад +1

    heroic!!

  • @SpaceShrimp
    @SpaceShrimp 6 месяцев назад

    great tips, but using a IF node is costly. Using a stencil compare node could be more efficient :)

    • @DanGoodayleUnreal
      @DanGoodayleUnreal  6 месяцев назад +1

      Very true! I need to look at what this compiles too, would be an interesting comparison to see how the performance is impacted

    • @SpaceShrimp
      @SpaceShrimp 6 месяцев назад +1

      @@DanGoodayleUnreal I just hope there is no IF in the stencil compare node :P

    • @AlenHR
      @AlenHR 3 месяца назад +2

      @@SpaceShrimp there is, lol

    • @SpaceShrimp
      @SpaceShrimp 3 месяца назад +1

      @@AlenHR damn... :D