Тёмный

Material Overlay - Everything You Need to Know - [UE5] 

PrismaticaDev
Подписаться 66 тыс.
Просмотров 26 тыс.
50% 1

Опубликовано:

 

28 сен 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 60   
@LudvikKoutnyArt
@LudvikKoutnyArt Год назад
Your room lighting looks as if you constantly were about to be arrested.
@PrismaticaDev
@PrismaticaDev Год назад
Hahaha I should make the lights alternate flashing as well :P
@mattfox9252
@mattfox9252 Год назад
Epic should totally add slots to this, it would be great for making taut clothing or perhaps even cool trail effects, and of course the outlines!
@PrismaticaDev
@PrismaticaDev Год назад
Definitely. There's a lot of potential for awesome effects, although there is a lot of potential for performance abuse :P
@mattfox9252
@mattfox9252 Год назад
@@PrismaticaDev I think a Fresnel with an inverse hull would make a pretty sweet 'gradual' glow :)
@Navhkrin
@Navhkrin Год назад
I think that is the purpose of upcoming "Strata" materials
@PrismaticaDev
@PrismaticaDev Год назад
@@Navhkrin I think Strata is more so that you're able to blend different shading models in to the one shader, like Opaque, Subsurface and Translucent with a "strength" amount. I could be wrong, however
@actionbased9039
@actionbased9039 Год назад
​@@PrismaticaDev Hi! I have a question for you and I figured you would be able to help me since your channel mostly focuses on this area of things. I wanted to know if its possible to have a WPO Shader animation only cycle if the mesh that the shader is set to is moving. What I'm saying is that I want the animation to stop moving if the mesh itself is not moving and vice versa. This is opposed to how everything already works where Shader animations automatically start cycling the moment you set them. I understand how to use Panners and Timers already, but for my project its important that certain animations move along with the characters. Given how advanced the shader system is in UNREAL I suspect that there is definitely a way to do this without having to program it in Blueprint. If you still don't get what I mean though, the best example that I can give you to help understand what I'm trying to do is how in Blender there is a setting with the Grease Pencil Noise modifier called: Randomize. Having Randomize turned on means that the noise animation on outlines will play automatically when the timeline is moving, but when you turn this setting off the noise animation only cycles so long as the camera is moving or if a mesh object itself moves. If you know anything about this the help would be greatly appreciated.
@masterybegins
@masterybegins Год назад
Can't wait to switch to UE 5.1 to try this and the new enhanced input system. Amazing content btw and a true Sigma at 2:00
@arthurbulhak1266
@arthurbulhak1266 Год назад
This feature is very useful and most importantly - straightforward. I suppose Epic decided to limit it to 1 slot because of some VRAM and RAM leak issues since release of UE 5. Unfortunately resource usage is the main cons of the current engine, but it is worth all the fancy additions over the UE4.
@StevenDiLeo
@StevenDiLeo Год назад
Always learning great information from you. Love your teaching style. Thanks as always Charlie!
@RmaNYouTube
@RmaNYouTube Год назад
was curious from the moment it was announced in UE 5.1, but no other place explained it better than here! even the official documentations.
@Atharv0812
@Atharv0812 Год назад
Gonna use this in my current project 🔥.
@PrismaticaDev
@PrismaticaDev Год назад
It's a banger! I hope they keep updating it
@neriverso
@neriverso Год назад
Man, I love your content!
@Liquidkapu
@Liquidkapu Год назад
You should try modifying the pixel depth offset if you want to render things in front of other things.
@neilthom8349
@neilthom8349 Год назад
Damn, just found your videos after getting into Unreal w/ Blender recently and the amount of knowledge you've shared is insane. Thank you!
@MaMa-rc4eo
@MaMa-rc4eo Год назад
damn yesterday i was searching for soo long to find a feature like that xD how did i not find this
@paahdin
@paahdin Год назад
Awesome Sauce!
@muerrtee
@muerrtee Год назад
Wheee I'm gonna use this instead of the post process outline material 👍👍👍
@Atharv0812
@Atharv0812 Год назад
I wonder which method is more efficient 🤔
@PrismaticaDev
@PrismaticaDev Год назад
Good call! Post-process outlines can be quite overkill, since you're applying it to the entire screen (even if it only looks like it's affecting a portion of it) The only benefit of a post-process/stencil outline is that it's guaranteed to make a clean outline. Using a inverse hull can leave some bits un-shaded (the capes on the characters in the video thumbnail, for example)
@IPpainting
@IPpainting Год назад
@@Atharv0812 PP is alot more expensive
@DoctorMGL
@DoctorMGL Год назад
everytime i see that long hair i remember the lord of the rings lol
@蔡宇平
@蔡宇平 5 месяцев назад
Is that possible work after smooth the mesh in shader ? Some anime style character will need the outline when mesh is smooth because the Continuous outline but still keep the mesh hard's normal
@JackTurner-v2e
@JackTurner-v2e 9 месяцев назад
can you create more than one material overlay?
@AMobOGobos
@AMobOGobos Год назад
Excellent content! I have been looking for an outline style similar to what you show in the into. Have you done a video on it, or know of a good one?
@LookItsCollin
@LookItsCollin Год назад
Charles rocks
@as101345207
@as101345207 Год назад
Sweet segue brother
@The_Matrix_I_Am
@The_Matrix_I_Am Год назад
Is it possible to make overlays for OBS from unreal engine 5? Basically a HUD overlay that is only animated, not interactive; on a loop, and saved as a webm file.
@notfabiantapia8942
@notfabiantapia8942 Год назад
I,m in the future and still hasn't change.
@sebastiandussault424
@sebastiandussault424 11 месяцев назад
Hello, great content btw. Im using UE5.3 and I cannot change dynamically the parameter of my Overlay material. I've created a dynamic material and set it to the Material Overlay as in your tutorial but it doesnt update. Any suggestions?
@Punisher1992
@Punisher1992 Год назад
cant we just in c++ copy the overlay material code, and add it to sk_mesh to have 2? or as many as we want?
@PrismaticaDev
@PrismaticaDev Год назад
Probably, yes haha. But I’d prefer not building from source, it can make updating very hard
@RainsalotProductions
@RainsalotProductions Год назад
you should do a video on material layers please
@michaelpease2103
@michaelpease2103 8 месяцев назад
"apologies to your eyeballs" -Deletes it immediately
@maxyentertainmenttv5920
@maxyentertainmenttv5920 Год назад
How can I download your game ?
@solid-river
@solid-river Год назад
Looks like its not working with nanite tho?
@PrismaticaDev
@PrismaticaDev Год назад
Hmmmm. I'm not surprised haha although I'm sure it will further in the future.
@muqtada6611
@muqtada6611 Год назад
Sadly its not work with ue4
@jommjustonemoreminute6977
@jommjustonemoreminute6977 4 месяца назад
Sadly, yet another thing that doesn't work with nanite :(
@騳虤
@騳虤 Год назад
这个功能很棒!我很高兴我在这里学到了一些有用的知识
@ceps_________________________1
@ceps_________________________1 6 месяцев назад
What kind of golden channel I just found This guy is amazing, thank you so much for everything
@ehjesu
@ehjesu 9 дней назад
I would like to be a custom data enjoyer
@xabunoxx2850
@xabunoxx2850 5 месяцев назад
Sadly still only 1 slot, in 5.3
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
Very sadge :( might have to write a plug-in for it! Haha
@nito331
@nito331 Год назад
Ilove your artstyle, is there any other games out there with a similar artstyle?
@PrismaticaDev
@PrismaticaDev Год назад
I’m not sure actually haha
@antoine_nedelec
@antoine_nedelec 7 месяцев назад
Is it possible to make a static mesh partly translucent with an overlay material (independently of his current materials) ?
@YognaughtAce
@YognaughtAce Год назад
thank you for the tutorial on how to change the parameters in the dynamic material instance, ive been trying for a bit but just couldn't get it to work with my own limited experiance
@artkalm
@artkalm Год назад
Man, you are god! I didn't even know about setting data float by index instead of creating dynamic material instance. Best solution from best teacher. Thank you!
@SrSKaTiZSrS
@SrSKaTiZSrS 2 месяца назад
I'm going to experiment with this and Render Targets. See how it goes
@EvilDogFilmsOfficial
@EvilDogFilmsOfficial Год назад
I literally clapped and did a loud YEEESSS at the Custom Data bit hahaha, so cool, thank you so much for many many useful and very well put tutorials
@PrismaticaDev
@PrismaticaDev Год назад
poggersssss!
@hotsauce7124
@hotsauce7124 Год назад
Request: Can you make a video on keyframing Atlas textures in Sequencer? For example, if an animator wanted to keys frame certain quadrants in a texture atlas in Sequencer? Not necessarily run through the atlas from Quadrant00 to Quadrant99. But pick and choose which atlas quadrant to display and key frame it in Sequencer. THANK YOU FOR THIS MATERIAL OVERLAY VIDEO!!!!!!
@RmaNYouTube
@RmaNYouTube Год назад
This channel's knowledge is deep man!
@gauss-arts
@gauss-arts Год назад
Oh this is extremely useful. I've been trying to come up with a system similar to Dark Souls' phantom/invader colors and this feature looks like it'll save me a lot of hassle there.
@acrolsang4326
@acrolsang4326 Год назад
Great video! But i've come across this problem, Is there a way to set parameters on an overlay material?
@PrismaticaDev
@PrismaticaDev Год назад
It's in the video :) No skipping!! Haha
@PrismaticaDev
@PrismaticaDev Год назад
9:35 for regular parameters, and later on in the video we talk about setting parameters through Custom Data
Далее
Главное рыба есть, а воды нет..
00:54
Intro to Vertex Colour [Unreal Engine]
28:06
Просмотров 33 тыс.
When Gamers Turn Into 5-Star Voice Actors!
11:57
Просмотров 1,7 млн
5 Months in Tutorial Hell: What I Learned
3:07
Просмотров 2,3 тыс.
i made this indie game and it changed my life
16:51
How To Animate in Unreal Engine 5 | Part 1
35:18
Просмотров 180 тыс.