I'm trying to make a Spider-Verse inspired Multiplayer combat, and so far, these have been incredibly helpful! I'm hoping you can continue making content like this, that people like me Enjoy. Can't wait to see the next one!
Buenas!! Me encanta tu contenido tío! Habría alguna forma de mantener el tamaño del glitch al cambiar la distancia de la cámara? Me ocurre que cuando alejo la cámara se deforma mucho y cuando la acerco no se aprecia tanto. Muchas gracias de antemano!!!❤🙌
hey enrique! thank you so much for all the amazing tutorials that you put out :)) I was wondering if you would ever be interested in covering compositing within post process materials in future vids? Such as using render target as layers to composite out a stylized final image
Also, it would be great to see if there was a multiversal travel system, where you could Buy a Travel watch for in-game currency, and travel to fictional worlds. It would be great to implement this feature along with the glitch feature, and It'd be perfect!
Thank you, this is an amazing tutorial! Was wondering if there are alternatives to enabling Render customdepth pass on every object since I want the PP to be applied to every object on screen (thousands of different ones), except the background fog colors. The background/sky's color isn't using a material but rather from an exponential height fog. If I skip custom stencil in the material it does apply to everything including the background, so is the only way really to enable render customdepth pass on thousands of assets?
Nevermind I got it immediately after asking the question haha, just had to use scene texture's diffuse color. Seperate question, since now my whole scene is applied with this, it sort of looks like one on-going texture (sort of like a world-aligned material when you move the camera around); do you have any ideas on how to make it so each object has some distinction between each other and not be affected by camera movement or VR enabled?
Glad you figured out the first part! For your other question, you can try mapping the glitch effect in world position rather than in screen space (possibly a tri planar projection of the voronoi texture). Adding a variation per-object would require passing an offset to the shader, either from a texture or from something like a stencil ID
"replace the character, and render it separately and composite it" Is this even possible within a postprocess material? Any chance you could point me in the right direction to set this up? Thank you in advance :)
Anything like that will need a separate pass. A way to do that would be to use render targets to create a texture where you only paint the character (you can set up a camera that only renders certain objects). Once you have this mask, the rest should be relatively straightforward. Hope this helps, good luck!
I appreciate the complete breakdown and assets for the tutorial! I found you on the community dev site.✌😇✌
I'm trying to make a Spider-Verse inspired Multiplayer combat, and so far, these have been incredibly helpful! I'm hoping you can continue making content like this, that people like me Enjoy. Can't wait to see the next one!
The effect looks really good and I am grateful for the step-by-step breakdown. Thanks.
another amazing tutorial, I just watched the movie and searched 😄 thanks 🙏🏻
I'm using this for my first game I am making for when the enemy gets hit. Thank you! I love this FX.
Ya bro u deserve the world
Just Awesome! Please continue bring all spiderverse effect!! :)
I have no need for this in my project but this is such a cool and well implemented idea
Buenas!! Me encanta tu contenido tío! Habría alguna forma de mantener el tamaño del glitch al cambiar la distancia de la cámara? Me ocurre que cuando alejo la cámara se deforma mucho y cuando la acerco no se aprecia tanto. Muchas gracias de antemano!!!❤🙌
hey enrique! thank you so much for all the amazing tutorials that you put out :)) I was wondering if you would ever be interested in covering compositing within post process materials in future vids? Such as using render target as layers to composite out a stylized final image
I'll look into it :)
Thank youuu buddyyyyyyy... The greate tutorial so farr....
Also, it would be great to see if there was a multiversal travel system, where you could Buy a Travel watch for in-game currency, and travel to fictional worlds. It would be great to implement this feature along with the glitch feature, and It'd be perfect!
Tip:- if you dont know ,you can use re - route nodes to make your graph cleaner.
I know :P (I think I even mentioned it in the video, but I keep forgetting about the shortcut because I have three node-based sofware in my head, lol)
The cursor and the dragging position are not aligned, which is causing confusion. But it is great work!
amazing!
Great tutorial!! Thank you! :D
man you are elite!
Please tell us in your next video how to make the datamosh effect in ue5
Since last week I am trying to make the same effect 😅
Is it possible for the texture not to scale as you move away from object, I mean to project the texture to object and not on screen?
Hola amigo!! This tutorial is amazing, could you try to do something that replicates gwens' universe style next?
Not the first one to ask for this! :)
I still have a couple other tutorials that I want to do first but I'll take a look after that.
@@EnriqueVenturaGames ill wait expectant for it because all of your effects and tutorials are amazing
Thank you, this is an amazing tutorial! Was wondering if there are alternatives to enabling Render customdepth pass on every object since I want the PP to be applied to every object on screen (thousands of different ones), except the background fog colors. The background/sky's color isn't using a material but rather from an exponential height fog. If I skip custom stencil in the material it does apply to everything including the background, so is the only way really to enable render customdepth pass on thousands of assets?
Nevermind I got it immediately after asking the question haha, just had to use scene texture's diffuse color. Seperate question, since now my whole scene is applied with this, it sort of looks like one on-going texture (sort of like a world-aligned material when you move the camera around); do you have any ideas on how to make it so each object has some distinction between each other and not be affected by camera movement or VR enabled?
Glad you figured out the first part! For your other question, you can try mapping the glitch effect in world position rather than in screen space (possibly a tri planar projection of the voronoi texture). Adding a variation per-object would require passing an offset to the shader, either from a texture or from something like a stencil ID
Can anyone help me, i followed the tutorial. But you can see the effect on character through walls
That is a common issue but is easy to fix by comparing the stencil and camera depth values :)
Thanks for the response, but im having trouble fixing it. Could you explain how to correctly do it?@@EnriqueVenturaGames
@@rotv6492 did you figured out the fix?
Does this work with Widgets or should I put the sprites on 3D planes on the scene? 🤔
You could make it work using a custom widget render but it would be way easier to just use 3d planes
"replace the character, and render it separately and composite it"
Is this even possible within a postprocess material? Any chance you could point me in the right direction to set this up? Thank you in advance :)
Anything like that will need a separate pass.
A way to do that would be to use render targets to create a texture where you only paint the character (you can set up a camera that only renders certain objects). Once you have this mask, the rest should be relatively straightforward. Hope this helps, good luck!
@@EnriqueVenturaGames A render target-based setup makes sense. Thanks so much for the quick response and great work with these videos!
@@keetmun Thank you for the comment! :)
I bet Valorant will do some last kill animation base on this video
Do you think it would be possible to recreate this effect in Unity?
Yeah absolutely! You might have to do some of it using custom HLSL nodes, but the effect should be achievable with no problem.