@@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
@@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.
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.
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)
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
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.
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?
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
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!
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!!!!!!
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.