Unreal 5.1 - "Edge of reality" Post process effect (FULL TUTORIAL)

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  • Опубликовано: 27 дек 2024

Комментарии • 24

  • @JGTowers
    @JGTowers Месяц назад

    This is amazing! Is there a way to apply this to a sub-level and do the inverse effect on another sub-level to transition between the two?

  • @virtumind
    @virtumind 3 месяца назад

    Great but hard for beginners like me. If you can explain each node what it does in more details and slower speed...thanks

  • @imjusttellingstories1688
    @imjusttellingstories1688 Год назад

    You have great tutorials!

  • @aresagathos2075
    @aresagathos2075 Год назад +1

    Might be nice to also mention the limitations of this approach. Like moving the Wall as far away as possible.

  • @DailyPaily
    @DailyPaily Год назад +1

    Cool and easy , thanks !

  • @wttrlabs
    @wttrlabs Год назад +1

    Great stuff! How would one go about doing the effect but instead of moving in the x distance across world space, the effect takes place within a certain radius of an actor? For example only within 10meters of the sphere?

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад

      Thanks! ok so, for the version in the video, the mask is done by comparing if the X coordinate of the point that we want to paint is larger or smaller than some value; to do what you're asking, you need to compare the distance from that point to the center of your effect.
      Instead of {if point.x < threshold then it should be masked}
      You should do {if length(pointPos - actorPos) < threshold then it should be masked)
      Hope this helps :)

    • @wttrlabs
      @wttrlabs Год назад

      @@EnriqueVenturaGames that does help, thank you. Would there be an easy way to do it for 100 spheres at once? Where the effect would be within the radius of any of the spheres?

  • @prototypega8257
    @prototypega8257 Год назад +2

    Greate job again, I already created many shaders and all this concepets weren´t new to me but your combination was nice. I just started with Niagara and your tutorials helped alot, but there is one topic i real need help with becouse i can´t found any Information . The Groom Hair Plugin comes with multiple Niagara Moduels, Emitters, and Systems. I wanted to create a Hair Painter with some sculpt Brushes and it feels like your tutorials already explained it, but i can´t get the Grid arround the head on the Render target, to spawn the Ribbon particle. It Would be awesome to see a tutorial about this.

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад

      Thanks for the suggestion! I'll take a look, haven't used the Groom plugin but I'll do my best and try to get a tutorial up :)

    • @prototypega8257
      @prototypega8257 Год назад

      @@EnriqueVenturaGames Thanks even for the try. Its simpler to change the length and add forces but, i leg of some key knollage. But i´m sure its Possible and it would be so helpfull.

  • @wewillmodify8263
    @wewillmodify8263 Год назад

    So cool realy love it. 🥰This just might be the amazing fade out i need for player death with some slight changes

  • @TylerSerino
    @TylerSerino 9 месяцев назад

    This is great! Thanks for the tutorial. Is there a way to make an effect like this that radiates spherically outward away from the player? Also, do you know how to invert the behavior of the object with the custom stencil buffer? ie, when the effect passes it, show it, before that hide it. Thanks again!

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  8 месяцев назад

      Thank you! For your first question, yeah, it is easy to do so! Instead of comparing the position in one axis with a threshold, you need to compare the distance to the player or the camera. For the second question, you just need to invert the mask that we generate from the stencil buffer. If you want some objects to disappear, and others to appear, they will need to have different stencil values so you can differentiate between them.

  • @indraprasathrau
    @indraprasathrau Год назад +2

    Thanks, learned alot. I have a question, if i wanted to make the effect spawn from an object infront the player and expand around the player. *saw the effect in Genshin Impact *i have a Vague idea how to achieve it now. Can i get the position of the object and then control how much it can expand out or in from it instead of just x world pos. Appreciate any help/idea. Ps, i did it, but in a cheating way lol..

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  Год назад +2

      Not too difficult to achieve! Instead of just comparing one of the coordinates with the position, use length() to get the radial distance to the player. That should do it, hope it helps! :)

    • @indraprasathrau
      @indraprasathrau Год назад

      @@EnriqueVenturaGames Ok. thanks, i will give it a try

  • @imjusttellingstories1688
    @imjusttellingstories1688 Год назад +1

    Could you show how to get a nice punch effect in meele attack system using niagara system?Pls😄

  • @vasiliynovikov7835
    @vasiliynovikov7835 6 месяцев назад

    hi, if i wanted to make it not infinite but scaleable effect, how should I go about it ?

    • @EnriqueVenturaGames
      @EnriqueVenturaGames  6 месяцев назад +1

      Depends on the shape that you want. The easiest one would be a sphere, which you can define using a center point and a radius. The idea is to define the part of the 3D space where the effect applies (in the example is "everything past a certain point in one axis", but you can substitute that for any distance field formula). Hope this helps!

    • @vasiliynovikov7835
      @vasiliynovikov7835 6 месяцев назад

      @@EnriqueVenturaGames thank you

  • @conniebechtelar
    @conniebechtelar Год назад

    😘 "Promo SM"