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UE4 | UE5 Tutorial : Outline Material 

Reality Adrift Studio
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26 сен 2024

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@kylemason01
@kylemason01 Год назад
Just for anyone doing this in UE5. Currently custom depth does not work with nanite enabled meshes. So if you enable nanite on a mesh and then use this or any outline PPM it wont work. Maybe soon Epic will solve this. Just something to be aware of.
@kylemason01
@kylemason01 Год назад
AS OF 5.2 THIS DOES NOT MATTER ANYMORE AS NANITE NOW CAN BE USED WITH CUSTOM DEPTH!!!!
@nguyenngocthach2979
@nguyenngocthach2979 Год назад
@@kylemason01 How you tutorial Prolems, please!
@krallebiek
@krallebiek 3 месяца назад
Tips for beginners like me: In UE 5.4 you won't find "Before tonemapping" option in material "Blendable location"... closest option is probably "Scene color before DOF"... In the material, if you got error "[SM6] (Node LinearInterpolate) Arithmetic between types float2 and float3 are undefined", it's because when you try to get "ComponentMask" from "SceneTexture", by default you probably get only "R" and "G"... you have to also check the "B" in the "ComponentMask" (was shown in video 5:40). If you drag and dropped "PostProcessVolume" into scene, and are wondering, why it's not working, easy fix is to go into "PostProcessVolume" details, and check "Infinite Extent (Unbound)".
@helloiamnoah
@helloiamnoah Месяц назад
Thank you so much bro! In UE 5.4 until I switched the Blendable Location option to “Scene color before DOF”, the material was rendering incorrectly
@samk3141
@samk3141 Год назад
Hey just tried this myself and it all works until I apply the custom depth. For anyone having this issue with 5.0, I had to go to Project settings and change "Custom Depth-Stencil Pass", under Engine - rendering > Postprocessing Set this to Enabled with Stencil!
@realityadriftstudio
@realityadriftstudio Год назад
That is explained later in the video, sorry for the pain! I should have put it in an earlier section 😁
@mervplsgaming
@mervplsgaming 9 месяцев назад
Lifesaver
@pixelwolf_
@pixelwolf_ 6 месяцев назад
thank you!!
@VV4fflew4ffle
@VV4fflew4ffle 3 месяца назад
cant tell you how good it felt to see this and just fix it up real quick damn bro savior
@Wyelight
@Wyelight 2 месяца назад
Great vid, helped me a lot. Although there is a flaw that I ended up fixing. You are extending the outline both inward toward the mesh and outward away from the mesh (relative to screen space) Then you use a custom depth stencil mask to mask out any object that shouldn't have an outline. However, you didn't dilate the mask outward, so you end up masking out the half of the outline that extends outwards from the mesh. Look closely at 10:06. Notice how the outline where the two spheres intersect is twice the thickness of the line on the right side of the sphere. This flaw is especially noticeable using thicker lines. So to get the thickness of your lines nice and consistent, you need to expand the custom depth stencil mask. A simple way I found to do this was to create 4 custom stencil nodes, offset their UVs by a very small amount in all 4 directions ( I add 0.00006 to the texture coordinate for my lines of thickness 1 ). Then I combine all the stencils using max nodes before putting them into the divide by 255 node. If the mask is extended too far, the outlines can sorta bleed from the intended objects to the unintended objects, which could honestly be a cool stylistic effect with the right attitude. But otherwise, it took me a lot of trial and error to find the right mask offset for my chosen line thickness.
@realityadriftstudio
@realityadriftstudio 2 месяца назад
Hey there, I'm glad you found it useful! I have a more advanced outline tutorial that goes over a solution to expanding the outline outwards 😊
@solerelle8883
@solerelle8883 6 месяцев назад
I needed this so bad for a school project, you saved my life bro, good luck with your game and future projects
@CanaDan
@CanaDan 5 месяцев назад
an absolutely goat tutorial. i found a couple of others, but they didnt work well off axis, only worked with cubes, or didnt work well with ISM's. great tutorial
@realityadriftstudio
@realityadriftstudio 5 месяцев назад
Much appreciated, thank you😁
@maevegramkow
@maevegramkow 3 месяца назад
Best tutorial ever! Works Perfect.
@nawhz6292
@nawhz6292 2 месяца назад
after spending some time with this i was able to create many varying fx tied to stencils
@gammaf8896
@gammaf8896 9 месяцев назад
I was hoping to imitate ODST's VISR system, and this ended up being a great trick to do it. Thanks for the tutorial!
@realityadriftstudio
@realityadriftstudio 9 месяцев назад
I'm glad you found it useful! Nice to see another halo fan too 😄
@creemyforlul5050
@creemyforlul5050 11 месяцев назад
The outline looks really nice, well done!
@realityadriftstudio
@realityadriftstudio 11 месяцев назад
Thanks for the support! I'm glad it was useful 😁
@creemyforlul5050
@creemyforlul5050 11 месяцев назад
@@realityadriftstudio The game also looks beautiful :>
@chaxre
@chaxre Год назад
For anyone feels the outline is "shaking" -- Do not use the temporal anti-aliasing in the project setting.
@JoaoVictor-fk8no
@JoaoVictor-fk8no 11 месяцев назад
What anti aliasing do you use when using outlines? I think every options has a downside
@creemyforlul5050
@creemyforlul5050 11 месяцев назад
@@JoaoVictor-fk8no MSAA or FXAA
@bloghoarder
@bloghoarder 6 месяцев назад
Brilliant! Works great and I learned a bunch. The colour choice for the outline is genius. 👍Thanks
@realityadriftstudio
@realityadriftstudio 6 месяцев назад
Thanks for the kind words and support, it's much appreciated! 😄
@seoljeong4800
@seoljeong4800 10 дней назад
Works great! Thank you so much. Can I make a thicker outline for stenciled objects? I want to use CustomDetph Stencil like highlighter for interactable object.
@realityadriftstudio
@realityadriftstudio 10 дней назад
Hey there, I'm glad it helped! I have a tutorial on a highlight/ pickup system that uses this effect, might be useful 😁 Check it out: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NOLgy-evbEw.htmlfeature=shared
@seoljeong4800
@seoljeong4800 10 дней назад
@@realityadriftstudio you are awesome 😻
@murfmusik3407
@murfmusik3407 7 месяцев назад
Mate very easy to follow and clear. Great work. Your really helping me make sense of materials. Only question is - how can we stop these outlines from being visible in through other items. Oh and how can I set it up so that the outline wont cover more of the object as it gets farther from camera?
@realityadriftstudio
@realityadriftstudio 7 месяцев назад
Hey there, sorry for the late reply! I really appreciate the support, thank you 😄 On your first question, funny enough it shouldn't be visible through objects as standard (maybe it's an ue5 issue) but a sure fire way to stop it is to turn on custom depth on the other objects (it can be any value other than the one used for your outline) 😄 On your second question, this is a little harder. You could try multiplying the outline scale or power with the scene depth (it might need a one minus). However due to it being a depth base effect it might have difficulty 😅 I hope this helps! If you have any questions, Jump on over to our discord and I'll do my best to help!
@nasuu94
@nasuu94 2 месяца назад
Thank you
@ChilltoFadeSounds
@ChilltoFadeSounds 10 месяцев назад
amazing and simple thank you so much!
@realityadriftstudio
@realityadriftstudio 10 месяцев назад
No worries, I'm glad it helped 😀
@PabloCintas
@PabloCintas 8 месяцев назад
Really helpful for my final project!! Is there a way to add to different instances with different thickness and amount in the same project? Would be really helpful for my environment🙏🏻
@ART_SOL_GAMES
@ART_SOL_GAMES 2 месяца назад
How can I make this stroke appear only at a certain moment, for example when you can interact with an object? How to set this up in blueprints?
@realityadriftstudio
@realityadriftstudio 2 месяца назад
Hey there, check out my pickup/ highlight tutorial 😄 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NOLgy-evbEw.htmlfeature=shared
@jasic1970
@jasic1970 Год назад
One Important thing is Missing in the Tutorial. My Version was pure gibberish after i applied the bitmask. You may have to set "Custom Depth-Stencil Pass" to "Enabled with Stencil". Otherwise it wont work. (nvmd, gets told at the end, have not watched it through. Still maybe helpfull to clear earlier xD) But nice Tutorial !
@realityadriftstudio
@realityadriftstudio Год назад
My bad! Should have said it earlier, I'm glad you found it useful though😄
@jasic1970
@jasic1970 Год назад
@@realityadriftstudio It was pretty nice, not very indepth but faster than other tuts on this topic. It was really weird with Depth only (w/o stencil), because it was like slightly there, but really buggy. One time it looked like i had broken Memory on my Graphics Card^^...
@adamabutaya6946
@adamabutaya6946 20 дней назад
i didnt undestand why 3 turns it into red? thanks for the video
@realityadriftstudio
@realityadriftstudio 17 дней назад
Hey there! By using the custom depth stencil, we assign the value of 3 to a colour which in this case was red. However you can change the colour and value to what suits your project.
@IchigoDreyar
@IchigoDreyar Год назад
Very good, thanks for sharing
@realityadriftstudio
@realityadriftstudio Год назад
Thankyou 😄
@ryanmcgechaen2103
@ryanmcgechaen2103 4 месяца назад
This was fantastic, but I noticed if I apply it to something like say, a basic cube - when I'm close to the cube it outlines it fine, but when I move back - eventually ever edge of the cube gets the outline. Go far enough back and it creates a weird wireframe effect. Any ideas what might cause this? On UE5.4
@Hertz381
@Hertz381 3 месяца назад
Did you ever resolve this? I am having the same problem, the Post Processing Mask works up close but the farther away I am it glitches out sometimes highlighting entire faces and eventually disappearing.
@gkok8970
@gkok8970 Год назад
Cheers great video, works with mobile too
@realityadriftstudio
@realityadriftstudio Год назад
Thanks, appreciate it! 😁
@NightWatchInteractive
@NightWatchInteractive 7 месяцев назад
awesome!
@Enderking394
@Enderking394 Год назад
So I have a problem where I can see anything outlined through the map. For example, I added the outline to a few buildings and you can see the building outline from anywhere now even through walls.
@realityadriftstudio
@realityadriftstudio Год назад
If you have a bool param plugged into the back of the " sample scene depth" nodes and it's ticked on, you will see the outline through objects. If that is the case then, tick it off or delete the bool!
@finesseandstyle
@finesseandstyle 5 месяцев назад
​@@realityadriftstudioI actually wanted it to be fully visible behind walls and setting Use Custom Depth to True made it work unlike with default where it's partially visible, thanks!
@fosseli
@fosseli 4 месяца назад
Works grate on the entire scene. But I can't get the custom depth stencil to work 9:40 Has no effect. 😥(using 5.03)
@fosseli
@fosseli 4 месяца назад
Figured it out... If your stuck on this skip to 13:25. or Go to Project Setting > Rendering > under postprocessing select "enable with stencil" in the dropdown marked "Custom Depth-Stencil Pass"
@realityadriftstudio
@realityadriftstudio 4 месяца назад
Hey there, I'm glad you got it working 😁
@ΗΧΗ
@ΗΧΗ 4 месяца назад
@@fosseli thanks, had the same problem
@lululu6102
@lululu6102 9 месяцев назад
I really like the art style of the game, how did you achieved this look? Did you made all the assets in your own?
@realityadriftstudio
@realityadriftstudio 9 месяцев назад
Thanks! Yeah, all the assets were made in house and I use Maya for 3D modeling😄
@lululu6102
@lululu6102 9 месяцев назад
wow this is impressive, maybe you could show us in a new tutorial how you model and paint your assets. Keep up your great work. @@realityadriftstudio
@realityadriftstudio
@realityadriftstudio 9 месяцев назад
@@lululu6102 Hey, thanks for the suggestion/ request! I've actually been looking to do a modeling/ animation series. New year, new tutorials!😁
@saengGang93
@saengGang93 11 месяцев назад
This is working for objects near the camera but objects in the distance don't have the outline. Is that just because the outline is so small I can't see it? I've tried ramping up the values but still cant see any outline
@realityadriftstudio
@realityadriftstudio 11 месяцев назад
Hey there! You may need to decrease the divide in front of the "scene depth node" this is kinda mask for the sky but if it is too low it will cut into the playable area too.
@Michi-pi3wu
@Michi-pi3wu 8 месяцев назад
Hey, so how can I add multiple color varaiants on different stencils? We differenciated between "Enemy" and "Player", so 2 and 3. But I want a default (yellow) with value 1, a failed (red) with value 2 and success (green) with value 3. How would I do that?
@realityadriftstudio
@realityadriftstudio 8 месяцев назад
Hey there! Might be best if I can send some screen shots. If you can jump into our discord, I'll have a look into it😄 Depending on what you need , you can add an additional custom depth stencil (copy what you have and add in with an add node) And then you can pick the value you want for yellow. But if you need it for everything in the scene except for enemies/ player then we will need to create a lerp Infront of the scene texture post process and mask and lerp it with a value from the "outline power" multiplied by the scene depth 😅
@Omeedster
@Omeedster Год назад
I know it’s been a while since you posted, but I’m quite new to unreal and am trying to make an old arcade tron-style game and I really like the look at 4:21 An issue I’m running into is trying to set it so different objects have different color outlines. I tried doing it in a similar way as you described in the video but I’m not sure if it’s possible or if I’m placing the mask in the right place in the material blueprint. Do you know how to resolve this? Thank you!
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! I'm not sure what the issue could be, could you send some screenshots? If you jump on over to the discord I'll try and help 😁
@spaceDelfin
@spaceDelfin Год назад
Thanks so much for the tutorial! How would you set this up to have more than 2 colors, i specifically needed 5 colors for different characters. Thank you for any advice you can offer!
@realityadriftstudio
@realityadriftstudio Год назад
Hey, thanks for the support! Kinda hard to explain via text but... If you duplicate your custom depth stencil lines including the bitmasks (the red and black from the video) Until you have 5 of them. Give each of them a different value in there bit masks and then add them together with a few "add" nodes and then into the multiplier at the bottom row. After that, you will need to connect each bitmask into a lerp node, the A channel will be this specific character colour (3 vector) and the B will be the other characters colours - another lerp with the same process but for the other bitmasks. The furthest right lerp should have the same connection as in the video though. I hope that makes sense! If not, drop me a message on Twitter or Facebook.
@spaceDelfin
@spaceDelfin Год назад
@@realityadriftstudio I got it to work!!! Thank you so much for the help
@sihanzhang636
@sihanzhang636 6 месяцев назад
Hi I followed your tutorial but the inner parts of my object also have an outline. Do you know what might be the problem?
@realityadriftstudio
@realityadriftstudio 6 месяцев назад
Hey there! Do you mean the details of the object? Such as wrinkles. It could be the values put into the outline amount, power and thickness aren't strong enough. If you could Jump on over to our discord and share some screenshots I can have a look😁
@sihanzhang636
@sihanzhang636 6 месяцев назад
@@realityadriftstudio Thanks for your reply! Yeah the details are also outlined. I tried changing the values of power and thickness but it didn't really work. I guess my objects (e.g. shelves) have sharp edges so using the method in your tutorial doesn't work well in this situation. I changed to another method of creating outlines and it works now. Thanks for your help and thanks for the great tutorial!
@77Delta
@77Delta 3 месяца назад
hey! great tutorial but for some reason the lines only display on the top half of the screen, how can i solve this?
@realityadriftstudio
@realityadriftstudio 3 месяца назад
Hey there, I've not encountered that issue before, what version of unreal are you on?😊
@77Delta
@77Delta 3 месяца назад
@@realityadriftstudio i'm on 5.1. i'm kinda worried to update as it could break the project or smt
@realityadriftstudio
@realityadriftstudio 3 месяца назад
@@77Delta Could you jump on over to our discord and share some screenshots? I'll have a look into it today. I can also send you my version of the material if we can't get it working 😊 I know there were a few issues with 5.1 but I don't know if this is one of them.
@kylemason01
@kylemason01 Год назад
In reply to my earlier comment. AS OF 5.2 THIS DOES NOT MATTER ANYMORE AS NANITE NOW CAN BE USED WITH CUSTOM DEPTH!!!!
@teloscyberman
@teloscyberman Год назад
W
@realityadriftstudio
@realityadriftstudio Год назад
Thankyou! 😁
@alessandrafrizzo4880
@alessandrafrizzo4880 Год назад
Hi, thank you for the tutorial! I just have a question, how can I apply the outline in the entire world but not for some objects?
@realityadriftstudio
@realityadriftstudio Год назад
Hey! You could put a "one minus" node Infront of the bit mask node and then when you apply your custom depth stencil to those specific objects they should be masked out from the outline. Sorry for the late reply, currently not infront of my desk. 😅
@alessandrafrizzo4880
@alessandrafrizzo4880 Год назад
@@realityadriftstudio thank you for the information and the fast reply!!
@realityadriftstudio
@realityadriftstudio Год назад
@@alessandrafrizzo4880 No worries, best of luck on your projects!
@qaztim11
@qaztim11 Год назад
How can i make it so that the outline does show under meshes? in my scene the outlines appear trough the models, i can make them go away by reducing the ammount divided by the scene depth, but then the onutline only show up on models close to the camera
@realityadriftstudio
@realityadriftstudio Год назад
Hey there, Sorry if I'm misunderstanding, So you can see the outlines through other objects and walls and you don't want that? The custom depth should mask the effect to the objects you specify with the bit mask 😢 I've seen that there are issues with nanite and custom depth? Not sure if that's affecting it.
@TheGoldenBananaPeel
@TheGoldenBananaPeel 10 месяцев назад
Would there be a way to make this highlight all edges on a cube for example, or would that get too messy?
@realityadriftstudio
@realityadriftstudio 10 месяцев назад
Hey there! Yeah you can do that...kinda depends on the look you are going for but if it is a specific cube in the scene you need highlighted. You can use custom depths to "lerp" specific values/ parameters for that cubes outline (like the different colours, you can also do the same for the parameters) 😄 Alternatively, if you need the whole scene to be affected then there are two options. You can try and tweak the parameters to get the look you want but I think (depending on the look you are going for) it might be a little too much. You could also try this post process material: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-M98C_OoE40I.htmlfeature=shared There is a little more to it but it will pick out all the little details! I hope this helps ☺️
@Devonmadon
@Devonmadon 9 месяцев назад
hi how can i have different BP player with different colors outline ?if i use red then all my npc appear red also i try add another to the post process but it overwrites it any clues?
@realityadriftstudio
@realityadriftstudio 9 месяцев назад
Hey there! Kinda depends on how you're spawning the NPCs. If you drag out from your character skeletal mesh, add set custom depth stencil, you can set that character individual stencil bit value in the blueprint. If you create a variable for the but value (int) you can have a custom value per character (red, blue, green) etc ☺️ I hope that helps!
@LaParodiaSV1
@LaParodiaSV1 Год назад
Nice tutorial and everything, but the problem with "these" approaches is that, this outline method with post process are only limited to the edges of the character. Now, my question is, is there a way to make the "in lines" of the geometry more visible, I see there is a little bit of it in this method, so I guess it is possible to make it more visible?
@kristerpresty8033
@kristerpresty8033 Год назад
Evan Bohls tutorial covers a vertexnormal function for outlines inside mesh ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9KvUfnrHcqM.html
@realityadriftstudio
@realityadriftstudio Год назад
Hello, as you said since it is using the post process it has some limitations. You can crank up the detail by increasing the "amount value" and tweaking it with the "power" value. I will be looking into a full solution to this, and will update with my findings/ final solutions. I appreciate your feedback 😁
@finesseandstyle
@finesseandstyle 5 месяцев назад
Anyway I can fade out the material? I want to use this effect to highlight materials but only for a few seconds
@realityadriftstudio
@realityadriftstudio 5 месяцев назад
Hey there! Yeah, you could create lerp with the post process input connected to A and the outline effect connected to B. If you then create a parameter (called outline fade or something) and chuck that into the lerps alpha. To control this in Bps, you will need to create a dynamic material instance and add it to your post process and save the DYM as a variable/ reference in your Blueprint. With this reference you can set scalar and make sure it's set to the same name as your parameters name😄 you should be able to control the float with a timeline if you like. Sorry for the wall of text! I hope that helped. Check out our discord if you want to share some screenshots 😁
@finesseandstyle
@finesseandstyle 5 месяцев назад
@@realityadriftstudio Thanks for the reply, how can I add a DYM to the post process, I have searched how to do it but couldn't find anything. The solution that I went for was using Material Parameter Collection
@realityadriftstudio
@realityadriftstudio 5 месяцев назад
@@finesseandstyle No worries. The material collection should work fine too! It's just means its a world value so it effects every player. If it needs to be on a specific player's screen, then I'd do something like this : forums.unrealengine.com/t/change-post-process-material/448103/5 The post process effect would be applied to the setting in the player camera instead of the post process volume 😁 though if it's a single player experience, I'd just use the collection!
@hotsauce7124
@hotsauce7124 Год назад
Can you also share info on the settings you used for that soft cartoony balls used for the smoke poofs?
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! I've actually got a video on that 😁 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-W7-wuR7Ailk.html
@TheUncooked
@TheUncooked 8 месяцев назад
Is it possible to add more colors for the outline besides just two? I see that you plugged in the bitmask result into the lerp for the color red. Wouldn't doing that only allow 2 choices of color?
@realityadriftstudio
@realityadriftstudio 8 месяцев назад
Hey there, You are absolutely correct! However you can add multiple bitmasks together, so that multiple colours can be assigned for different actors😄
@TheUncooked
@TheUncooked 8 месяцев назад
@@realityadriftstudio Okay last question. I got the multiple bitmasks going but when one object is in front of the view or another the outline colors blend. IE Block_0 with stencil value 3 for red is in front of Block_1 with a stencil value of 4 for blue. Block_0 outline is now purple on the section that overlaps in the viewport. Is there a way to disable this "Feature"
@realityadriftstudio
@realityadriftstudio 8 месяцев назад
@@TheUncooked Hey there! From what I understand, this might be a limiting of the depth based effects but I'll have a look into it 😄 You could create an importance order of sorts but it would be static. So if A is higher than B then if A is behind B it will look correct but if B is behind A it might mess up. I'll give it a go and get back to you 😄
@Bak.R
@Bak.R Год назад
Hello, what is the FX that you display (smoke) when i try to add an effect on my scene it's not affected by the post process... but everything else is well affected by the outline. Is there something specific to activate for FX to be impacted by the Outline as well like in your video?
@realityadriftstudio
@realityadriftstudio Год назад
Hey there, the first thing that comes to mind is that your fx has translucent materials applied to them? In my scene the FX (explosion) is made up of static mashes that have opaque materials applied.
@Bak.R
@Bak.R Год назад
@realityadriftstudio I don't know i take the FX on the market. I will try to check if I can change that 😀
@Bak.R
@Bak.R Год назад
@@realityadriftstudio Yes it was that. I have change the material and it's works now. It doesn't looks like a smoke anymore... but at least the Outline work on it and I know why now. Thanks for your replay and your amazing video. Your game looks graphically so cool and beautiful. :)
@realityadriftstudio
@realityadriftstudio Год назад
@@Bak.RI'm glad you worked it out! One thing you could also try is ticking on "output velocity" in your material,kinda odd but it puts the object into the depth pass so it should apply the outline to it while keeping your translucency. You might also have to turn it on in the project settings too. Hope that helps! Thanks for the support! I really appreciate it.😁
@Bak.R
@Bak.R Год назад
@@realityadriftstudio Yes it works!! But the final render is horrible! I guess I will have to search for effect using opaque material. All your effect are opaque?? To be able to apply the outline on it?
@SAYRESS
@SAYRESS Год назад
but how to set custom depth to particle effect what is not present on the level, but will be called from some blueprint
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! After spawning you particles effect via blueprints. Drag out of the spawn mode and add a set custom depth (tick on) and also set customs with stencil (set the value to the same number used within your postprocess material) 😊
@SAYRESS
@SAYRESS Год назад
thanks for help and positive reaction. i've actually found a solution close to that, so hope this answer will be helpful to others who trying to use it with particles@@realityadriftstudio
@saengGang93
@saengGang93 11 месяцев назад
Brilliant
@АнатолийКнязьков-р6я
Is there a way to have a gradient for the outliner? I have a ""selectable" castle and I want to have an outliner gradialy less visible at the ground level.
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! Might be difficult since it's in the post process/ using the depth pass. You could maybe use the distance fields as a gradient , plus that into a lerp which could give you your fall off 😊 (you might need to divide or multiply the distance field output by a large number) I hope that helps! Edit - Just tried it there, seems to work out ok! If you jump on over to our discord post some screenshots in the chat 😁
@АнатолийКнязьков-р6я
@@realityadriftstudio Thanks for the advice! But will it work with multiple meshes? I mean it's a castle with buildings inside that a separate meshes and I need distance field only from the ground.. Is it still possible? Can select/mask wich distance field to use?
@realityadriftstudio
@realityadriftstudio Год назад
@@АнатолийКнязьков-р6яkinda depends.... You will need to turn off distance fields on your meshes except for the ground. If that's ok then yeah should be cool!
@АнатолийКнязьков-р6я
@@realityadriftstudio Ya, it should work.. thanx again)
@hotbergina
@hotbergina Год назад
thank you !!!!!!!!! on unreal engine 5, depending on the area the character is, is it possible to change the shader of the environment and the shading of the character too ?
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! Yeah, kinda depends on what you are wanting but there are a few options. You could have multiple post process volumes (when the play enters one of them the shading will change) Or You could also mask these effects with custom depth stencils.😊
@hotbergina
@hotbergina 11 месяцев назад
do you have discord or something that we can talk please ? :)
@hotbergina
@hotbergina 11 месяцев назад
@@realityadriftstudio hey ! Do you have instagram or discord so we can talk on it ? thanks :D
@realityadriftstudio
@realityadriftstudio 11 месяцев назад
@@hotbergina Yeah, we have a little Dev community here : discord.com/invite/5qkTTbVDdA
@NotMGames
@NotMGames 6 месяцев назад
Hi I have the issue that there is an outline in the editor but not in the game. Does anyone know what the problem is?
@realityadriftstudio
@realityadriftstudio 6 месяцев назад
Hey there! Is that a full build of the game or just on play in the editor?
@NotMGames
@NotMGames 6 месяцев назад
@@realityadriftstudio Its when i play in the editor
@realityadriftstudio
@realityadriftstudio 6 месяцев назад
@@NotMGames hmm that is a little odd, is it ue5 or 4? If you could jump on over to our discord and share some screenshots that would be amazing! I'll have a look 😄
@NotMGames
@NotMGames 6 месяцев назад
@@realityadriftstudio I just wanted to try it out and see if it suits my game. I'll leave it alone for now and concentrate on something else. Thanks for your help!
@MonsterJuiced
@MonsterJuiced 5 месяцев назад
I was using a different method originally, tried this and it didn't quite work out for some off reason. Only half the screen has lines and they're all jittery and intense despite me copying exactly. Anyway I did learn how to control my old method better to reduce the amount of wireframes being drawn. Thank you! :)
@realityadriftstudio
@realityadriftstudio 5 месяцев назад
Haha glad it helped! 😅
@wotesi
@wotesi Год назад
Hi! Great tutorial, thank you! I have a question - if in your example the ball was Blueprint instead of StaticMesh - how could it be placed in the Custom Depth Buffer? I want to make it this way in my game - I have an items that I can pick up, like keys, flashlight, batteries. All these objects are a Blueprint for me and I want to have an outline around just those items in the game that I can pick up, that I can interact with. Like in Bendy and The Ink Machine. Thank you! Best regards, Valters.
@realityadriftstudio
@realityadriftstudio Год назад
I can do a tutorial on this subject if you like? But the basics are as follows: In your blueprint you need to drag out from your static mesh and set the custom depth value to be on and the stencil value to be the number you have set in your material. If you want it to be deactivated you would do the reverse. You would call this when you are looking at the items or you pick them up etc.😄
@wotesi
@wotesi Год назад
@@realityadriftstudio Tutorial would be great! I have a progress so far, that when I look at the item (Line Trace By Channel) it shows Name of the item, e.g. "Yellow key", or "Torch light" and when I click at it, then I pick it up, but yes - at the end I am looking for the functionality when I look at the item I can interact with, then first it shows glowing outline and then I can pick it up. Well and read your comment that PPM does not work with Nanite, this I solve. Now my items (Blueprints) are glowing, but they all are glowing all the time. I would like them to glow, when I approach them at certain distance. So, yes, tutorial would help me a lot! Thank you! BR, Valters
@CanaDan
@CanaDan Год назад
@@wotesi you can directly access the buffer of a static mesh component using the "set custom depth value" node. the target will be a primitive component, so you have to give it the specific mesh component you want, rather than an actor. when you look at the mesh, cast it to the type you expect it to be (static mesh most likely) and give that object ref to the node.
@iyukisen
@iyukisen Год назад
thanks !
@realityadriftstudio
@realityadriftstudio Год назад
No worries! 😁
@sureshpitla376
@sureshpitla376 8 месяцев назад
Cool
@ticoliru9061
@ticoliru9061 Год назад
is there any way to put only on a specific object without the others being affected by the outline? because I followed everything and it worked, but it "passes" to other objects that I don't want to have. (thanks btw XD)
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! You should be able to mask it with a custom depth set up - Lerp A= Scene texture post process 0 (rgb component mask) B= your outline material as is Alpha= the regular custom depth set up from the video (your choice of bit value) I hope that helps! Sorry if I've misunderstood 😅
@ticoliru9061
@ticoliru9061 Год назад
@@realityadriftstudio thx, i'll try it :)
@TheNinjaGaming1000
@TheNinjaGaming1000 Год назад
Mine doesn't seem to outline glass materials any reason why?
@realityadriftstudio
@realityadriftstudio Год назад
Translucent materials are excluded from the depth pass, which is required for this process. It's going to sound weird but if you turn on "output velocity" inside your glass material, it usually includes it in the depth pass which might fix this for you. This might also need to be turned on in your render setting too. Hope that helps 😄
@tvtomas6645
@tvtomas6645 Год назад
Is there a way to use more than 2 outline colours? Like 1 for the environment and 4 others for the characters?
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! You will need to create 4 custom depth set ups (with the bit mask and separate values) and then create a chain of lerps and 3 vectors/ colours! Might be best to show you via screenshots though. If you could jump on over to our Twitter or Facebook and drop me a message I'll help you out 😊
@tvtomas6645
@tvtomas6645 Год назад
@@realityadriftstudio hi! Thanks for the reply! I found another solution but i encountered a new problem. When an object without the outline is in front of an object with the outline, it still looks like the object without outline has an outline. Any idea how to fix that?
@realityadriftstudio
@realityadriftstudio Год назад
@@tvtomas6645 No worries, I'm glad you worked it out 😁 and sorry for the late reply! I think it might be a limitation of this technique but I'll be looking into it!
@Kirin095
@Kirin095 3 месяца назад
Nice guy
@K.O.D12
@K.O.D12 Год назад
I did evrithing same but my hole level is WHITE version: 5.2
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! Could you send me some screenshots? Our discord is a good place to send them 😁
@thediamooond
@thediamooond 11 месяцев назад
Hello! Can you help me, why if i applying it to asset reference, my world becoming fully black
@realityadriftstudio
@realityadriftstudio 11 месяцев назад
Hey there! I'm not too sure, could you provide screen shots? Might be something missed in the material, is your custom depth turned on in the project settings? 😁
@thediamooond
@thediamooond 11 месяцев назад
@@realityadriftstudio Yes it is enabled, can i show you screenshot on discord or something?I use ue5
@realityadriftstudio
@realityadriftstudio 11 месяцев назад
@@thediamooond yeah we have a group here: discord.com/invite/PJ4ZvRcx34
@HauntedTS13
@HauntedTS13 Год назад
Is it supposed to outline the wireframe?? Also it’s following the color of the object. Any reason why?
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! Wireframe wise - this technique uses a mix of the wireframe and depth pass so it will outline the wireframe however you should be able to tweak and remove it via the power and intensity/ multiply😁 I'm not sure what you mean by following colour? Sorry 😅
@HauntedTS13
@HauntedTS13 Год назад
@@realityadriftstudio thank you for replying!! The outline isn’t black, however o have the outline color set as black. Instead it’s the color of the object it’s outlining. I’m also having trouble where it’s making some objects completely black
@realityadriftstudio
@realityadriftstudio Год назад
@@HauntedTS13 is your custom depth stencil turned on? Should be in your preferences/ custom depth and then set it to custom depth with stencil 😁 These are really odd results, it's not something that should be happening. It could also (as a guess) be a bug with UE5. There have been a lot of issues throughout the engine unfortunately!
@HauntedTS13
@HauntedTS13 Год назад
@@realityadriftstudio yes I turned on custom depth stencil… weird. Thank you though!
@HauntedTS13
@HauntedTS13 Год назад
@@realityadriftstudio so the cel shader I was using didn’t like speculating/opacity mask which is why things were turning black. I also had the outline below the cel shader, but once I switched them the outline was black.
@truckanddog
@truckanddog Год назад
Hi,I was able to apply a post-process volume to the entire level, but I cannot apply it to individual actors. What should I do?
@realityadriftstudio
@realityadriftstudio Год назад
Hello! To apply the effect on specific actors you need to Activate custom depth stencil in your unreal engine preferences. Select the actors you want the post process to effect, go down to custom depth in the "details panel" stick that on and stick in the value number you have used within your material. If you go to 7:50 in the tutorial, I go into how custom depth stencil masks work😄
@truckanddog
@truckanddog Год назад
@@realityadriftstudio Thanks for the response. I tried that part too, but it didn't work. I'll look into it more because there must be some part I'm making a mistake in. Thanks.
@o_ci9192
@o_ci9192 Год назад
@@realityadriftstudio Hey great tutorial first of all, but the CustomStencil is also not working for me on UE5 :(
@realityadriftstudio
@realityadriftstudio Год назад
@@o_ci9192 sorry for the hassle, I've seen a few things with custom depth not working like it should on UE5 specifically. Is your custom depth set up in the preferences?
@o_ci9192
@o_ci9192 Год назад
@@realityadriftstudio Oh, I fixed it, under Custom Depth-Stencil Pass it was Enabled but not Enabled with Stencil, now it works. Thank's
@nawhz6292
@nawhz6292 5 месяцев назад
Best
@klewyk
@klewyk Год назад
how did u add param node 3:05
@realityadriftstudio
@realityadriftstudio Год назад
Hold S and left mouse click😁
@madman10769
@madman10769 Год назад
Thanks but how do I make vectors
@realityadriftstudio
@realityadriftstudio Год назад
Hello! Within the material editor, Right click to bring up search tab and search for 3 vector or hold down 3 and left mouse click😄
@madman10769
@madman10769 Год назад
@@realityadriftstudio thanks -_-
@Enderking394
@Enderking394 Год назад
Why does this break my cel shader?
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! What's your set up? And how does it break? 😁
@Enderking394
@Enderking394 Год назад
@@realityadriftstudio I followed your cell shading tut and when I enable the outline mat inst in the postfxvolume, the cell shader just completely looked disabled and doesn’t work at all
@realityadriftstudio
@realityadriftstudio Год назад
@@Enderking394 Can you send me screenshots? I'll have a look 😁 The only things that come to mind are that the custom depth stencil in the settings are enabled and maybe a bug with ue5( if you are on ue5).
@Enderking394
@Enderking394 Год назад
@@realityadriftstudio I was able to fix the issue, I had just simply set the one setting to before translucency instead of before tone mapping. Thanks for the tut.
@realityadriftstudio
@realityadriftstudio Год назад
@@Enderking394 I'm glad it's working for you 😁
@mateks2413
@mateks2413 Год назад
why does it look blocky?
@realityadriftstudio
@realityadriftstudio Год назад
Hello, I can see what you mean. This process just makes a rough approximation of the shapes and outlines them. I'm going to look into a solution to this and update it with my findings! Thanks for your feedback 😁
@m00nunit29
@m00nunit29 Год назад
@@realityadriftstudio Thanks for this tutorial! I have a problem that sounds very close to this. I want to define objects that are very close to each other. Imagine a stone wall with blocks of individual meshes for example. I want to see the lines of the individual stones represented. Is there any way to do this using this method?
@realityadriftstudio
@realityadriftstudio Год назад
@@m00nunit29Hey there! You may be able to get something close to what you need by tweaking the multiple/ power on this effect. But I'm also working on a new technique/ outline method that should fix this issue 😁
@m00nunit29
@m00nunit29 Год назад
@@realityadriftstudio I look forward to that, thank you very much! I did try the settings as you mentioned, it just didn't give me the effect I was looking for. It sounds like what you are working on will help, thanks again!
@realityadriftstudio
@realityadriftstudio Год назад
@@m00nunit29 no problem! Sorry for it not working for your situation. Due to it using the depth pass it has some limitations. In case you are interested, we also have a discord where you can share your projects and ask for help from myself and others 😁 discord.gg/GZm6NcXxHr
@polyroguegames5820
@polyroguegames5820 Год назад
Hello! I appreciate the tutorial! I was actually hoping for the ability to have it render a full outline even when the object is obscured by something, would that be possible? I'm mostly just wanting it since I have a little fixed camera arcade game, and I'd like for the player to have an idea as to where they are even if they go behind a wall. Thank you!
@realityadriftstudio
@realityadriftstudio Год назад
Hey there! Yeah, if you create a Boolean and connect it up to the sample scene depth nodes ( the custom depth pins) and tick it on. That should hopefully allow for the outline to stick around behind objects 😄 let me know if you need any help! Thanks for the support, I appreciate it 😁
@polyroguegames5820
@polyroguegames5820 Год назад
@@realityadriftstudio oh, lovely, I'll give that a try as soon as I can! Thank you so much for the quick reply! Absolutely, jt was a great little tutorial. I'd love to know more about how it works, but for just getting something working, it's a great quick guide and the music isn't too loud as often happens. I'll let you know if that works!
@julesramette
@julesramette Год назад
Hi, great tuto thanks! I just have a problem: I applied the outline material in a level (and it works fine), but when I created a new level and wanted to put the post process volume and the outline material, nothing happened... do you have an idea?
@realityadriftstudio
@realityadriftstudio Год назад
Hey! Just off the top of my head, is the post process volume extent set to unbound? Sorry for the late reply 😅
@julesramette
@julesramette Год назад
@@realityadriftstudio Hey, np, yes it's set to unbound, by I find another way 👍🏻
@realityadriftstudio
@realityadriftstudio Год назад
@@julesramette Glad you got it to work, what was the solution?
@julesramette
@julesramette Год назад
@@realityadriftstudio I just followed another tuto
@justinpenfield4430
@justinpenfield4430 Год назад
@@julesramette Which tutorial?
@stanislavchelyadinskiy3679
@stanislavchelyadinskiy3679 Год назад
Thank you. Great tutorial.
@realityadriftstudio
@realityadriftstudio Год назад
Hey there, I'm glad you found it useful! 😁
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