When I set this up to render in the sequencer my materials are invisible after it finishes rendering but in the timeline the materials are there. I am starting with the materials invisible and then fading them in at the end of the scene.
Do you have any other ways of fading an object? The dither node causes lines and sparkly noise on my object as it fades. Is there a smoother way of fading an object? Maybe another tut on an alternative to this?
I use a translucent material instead of masked, and a flipbook on which first frame is white, then each frame a little bit darker until the last frame is black. As resolution is not important, you can make the flipbook pretty small (lets say 16x16 pixels per frame) so it can have a lot of frames. 64 frames (8x8 flipbook) would use a 128x128 texture. Cheap! If you need to make loooong fades, make the flipbook smaller 8x8 pixels per frame (again, resolution does not matter as each frame is just plain color) and a 16x16 flipbook would provide you a nice 256 frames transition still cheap, with a flipbook texture if 128x128
Great tip. How do I do the same thing but with a glass object. I need it translucent so a bulb can shine through, but if I turn on mask map the object appears but the bulb can't shine through as its solid. Any ideas?
Doing a quick test with the starter content and the glass vase on the table: if you add a "fade" parameter into a mult node for the opacity, default of 1 and fade to 0 - and also send that same fade into a Lerp node to get the refraction to 1. (Lerp A input set to 1 so any refraction goes to 1 as fade input into the Alpha goes to 0). your specific material may have different needs/issues, but that worked for me (not super tested, so i may have missed something minor, but seems to work fine in theory)
yes, but you may wanna use Material Parameter Collections for that, depends exactly what you are trying to do... are you familiar with that? If not, I should make a video :)
Simple and easy. Thanks dude
This was of great help, thanks!
Dude thank you I been looking for a straight forward way to do this
Great!!
that was helpful! thank you
It is great, thank for helpful video!🎉
thank you so much! it helps a lot! Maybe do you know how to fade BP with metahuman into sequence?
Thanks!
JC Cornwell's Channel is a MUST to Subscribe to!
Ha, Thanks Lisa :)
You'd think a translucency track could be added to any object in a sequence, much like Premiere. But maybe I'm just trying to avoid BPs.
Love you brooooooooo
thanks!
You bet!
Great video! But during the render there a lot of noise in the material((((
is it possible to use a ramp/gradient node to control the opacity of the material and key the location of the white?
When I set this up to render in the sequencer my materials are invisible after it finishes rendering but in the timeline the materials are there. I am starting with the materials invisible and then fading them in at the end of the scene.
How would you call Fade from Blueprint? I'm trying to fade a pot once it's smashed into pieces.
Do you have any other ways of fading an object? The dither node causes lines and sparkly noise on my object as it fades. Is there a smoother way of fading an object? Maybe another tut on an alternative to this?
I use a translucent material instead of masked, and a flipbook on which first frame is white, then each frame a little bit darker until the last frame is black. As resolution is not important, you can make the flipbook pretty small (lets say 16x16 pixels per frame) so it can have a lot of frames. 64 frames (8x8 flipbook) would use a 128x128 texture. Cheap!
If you need to make loooong fades, make the flipbook smaller 8x8 pixels per frame (again, resolution does not matter as each frame is just plain color) and a 16x16 flipbook would provide you a nice 256 frames transition still cheap, with a flipbook texture if 128x128
If I was trying to make a material that faded away when a character walked near to it, how would I do that?
Great tip. How do I do the same thing but with a glass object. I need it translucent so a bulb can shine through, but if I turn on mask map the object appears but the bulb can't shine through as its solid. Any ideas?
Doing a quick test with the starter content and the glass vase on the table: if you add a "fade" parameter into a mult node for the opacity, default of 1 and fade to 0 - and also send that same fade into a Lerp node to get the refraction to 1. (Lerp A input set to 1 so any refraction goes to 1 as fade input into the Alpha goes to 0). your specific material may have different needs/issues, but that worked for me (not super tested, so i may have missed something minor, but seems to work fine in theory)
Were you able to try this one?
@@3dJC I've not tried it yet due to some problems I'm having with 5.1.1 upgrade.
anyone know how to do this with a substrate material?
Answering my own question for anyone wondering. It does work.
quick question, can you use this method for multiple objects too?
Thanks!
yes, but you may wanna use Material Parameter Collections for that, depends exactly what you are trying to do... are you familiar with that? If not, I should make a video :)
@@3dJC Could you please make a video on that as well? I am also wondering the same thing and not familiar with that.
@@griffin6400 OK, Will do!! Coming within a week likely... it'll be short and sweet :)
@@3dJC Thank you so much!
Here you go! How to set up and use Material Parameter Collections: ruclips.net/video/RxAeySwzusU/видео.html
The thumbnail is my dad😎😎