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Parallelcube's Misc. Tutorials (Material effects, Dynamic textures, Outline effect, Audio analysis.)

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  • replied
    Hi

    I have make a small project to show you how to use Set Render Custom Depth node to enable/disable the outline effect
    https://www.patreon.com/posts/switch-with-31250738

    I'm using the Outline Only material, so the Stencil Value is irrelevant only need to be greater than 0 for the spheres.
    You can see the swith logic inside the Sphereswitch actor blueprint

    All the steps are in the tutorial https://www.parallelcube.com/2017/12...effect-part-1/

    - Copy the M_Outline_Only material to your project and make a Material Instance
    - Enable custom depth rendering Window > Project Settings > Rendering > Post Process > Custom Depth-stencil Pass and set it to Enabled with Stencil.
    - Put a Post procress volume with Infinite Extend enabled and the Material instance of the outline material in Post Process Materials
    -
    Put a custom Stencil value greater than 0 to the mesh of both spheres
    - To enable or disable the outline set the value of Render Custom Depth to the mesh of the sphere

    If you can't make it work give me more details about the errors or about what you can't see.

    Leave a comment:


  • replied
    Originally posted by BYC View Post
    ahmm, the sphere control...

    Make an sphere and put the material that you want. Then you need to setup the postprocess volume using the outline material. You have that outline material at the end of the tutorial.
    https://www.parallelcube.com/2017/12...effect-part-1/

    To see the outline in an sphere you need to use Set Render Custom Depth node with that object sphere to enable the Custom Depth at runtime. The custom Stencil value determines the type of outline material, in the first tutorial we have only one type, but in the second we use this value to select the color of the outline.

    Click image for larger version

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    You have a basic Sample project here: https://github.com/Parallelcube/UE4_T-Outline
    i am unable to get how this is gonna work. i must be dumb. can u please make any tutorial video for exact what im looking for.

    Leave a comment:


  • replied
    Originally posted by BYC View Post
    ahmm, the sphere control...

    Make an sphere and put the material that you want. Then you need to setup the postprocess volume using the outline material. You have that outline material at the end of the tutorial.
    https://www.parallelcube.com/2017/12...effect-part-1/

    To see the outline in an sphere you need to use Set Render Custom Depth node with that object sphere to enable the Custom Depth at runtime. The custom Stencil value determines the type of outline material, in the first tutorial we have only one type, but in the second we use this value to select the color of the outline.

    Click image for larger version

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    You have a basic Sample project here: https://github.com/Parallelcube/UE4_T-Outline
    thanks . i'll go through by your advice.

    Leave a comment:


  • replied
    ahmm, the sphere control...

    Make an sphere and put the material that you want. Then you need to setup the postprocess volume using the outline material. You have that outline material at the end of the tutorial.
    https://www.parallelcube.com/2017/12...effect-part-1/

    To see the outline in an sphere you need to use Set Render Custom Depth node with that object sphere to enable the Custom Depth at runtime. The custom Stencil value determines the type of outline material, in the first tutorial we have only one type, but in the second we use this value to select the color of the outline.

    Click image for larger version

Name:	custom_depth_nodes1.png
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Size:	9.2 KB
ID:	1669331


    You have a basic Sample project here: https://github.com/Parallelcube/UE4_T-Outline

    Leave a comment:


  • replied
    Originally posted by BYC View Post
    You can use Set Material node to change the material of an object at runtime.
    actually if u see youtube link i provided. when player get in boxtrigger range, sphere appears and with mouse left click material get swapped. and which material is applied, that sphere get postprocess outliner on it.

    Leave a comment:


  • replied
    You can use Set Material node to change the material of an object at runtime.

    Leave a comment:


  • replied
    Originally posted by BYC View Post
    Hello Guys

    In the past few months I have been doing some tutorials while I continued with the development of one of the games i'm working on.
    These are very basic tutorials but may be helpful for ue4 beginners
    At this moment these are focused towards 2D games but can be useful for some aspects of the 3d games too. I also wanted to contribute with the Hispanic community, and for this all the material is translated into Spanish too.

    This is a list with what I have at this moment:

    December 2019December 2018March 2018January 2018December 2017November 2017October 2017September 2017
    To access to the Spanish version you only need to switch the language using the flag button Click image for larger version Name:	es.png Views:	1 Size:	263 Bytes ID:	1378829


    Have a nice day!
    i would like to know how to get this material changing blueprint. its really cool




    here is youtube video - https://youtu.be/aB2rbSWAQhs

    Leave a comment:


  • replied
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    Remote iOS build without developer license
    A brief tutorial explaining how to configure and set-up a remote iOS build process on Unreal Engine 4 (v4.22+) for testing purposes, without spend money and time on a iOS developer license.

    Creating mobile provision files
    Remote iOS project set-up

    Leave a comment:


  • replied
    outline_effect_tutorial


    Outline effect (Part 3,4)
    We have received several requests for the outline effect tutorials and we have decided to open a new tutorial talking about two of this requests: Opaque zones and distance effect..

    Leave a comment:


  • replied
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    Dynamic Post Process Volume
    With this tutorial we are going to learn how to apply Post process Effects to the scene. We are going to modify one of the materials used in a previous tutorial Transition effects using materials to be able to use it with a post process volume and view the effect in all the scene.


    Leave a comment:


  • replied
    This March I have been focused on learning audio analysis. It has been a good opportunity to learn how to add thirdparty libraries to the UE4 project. Although the first parts of this tutorial series show how to add the FMOD library to the project, the same steps can be used to load other libraries. The rest of the series shows how to use some function of the FMOD library to make a spectrum visualizer with a beat tracking component.

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    Each subsection can be split in two, the first one is related to the algorithm part of each component (Frequency Spectrum / Beat Tracking) and the second one has the blueprint integration.




    Have a good week!

    Leave a comment:


  • replied
    Hi!

    This is a little annex to the previous drawing canvas tutorial.

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    With this tutorial we are going to add a tool to our previous drawing canvas to print decals. It’s a good example to explain how to load images and extract their pixel information using C++ code.
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    Have a good week!

    Leave a comment:


  • replied


    Hey!

    This week I have a new tutorial about dynamic textures with a practical example, a drawing canvas.

    Click image for larger version

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    Dynamic Textures Introduction: Drawing canvas

    We have seen how to modify dynamically and apply effects on textures in previous tutorials, but sometimes we need to create this texture dynamically too. One nice sample of this is a drawing canvas.


    Have a good week!

    Leave a comment:


  • replied
    Is an actor that represents the controller of the game logic.

    Click image for larger version

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    This actor spawns the widget (UI) and it is passed in its initialization.

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    This actor is the owner of the game variables too. Passing the reference to the widget its the easiest way to interact with the game variables.

    A better way to do this is to use the Level Blueprint to spawn the widget and store the game variables, instead of using this Actor, but I dont know how to pass a reference of the level blueprint to the widget to be able to interact with the variables then.

    Leave a comment:


  • replied
    In the volume sliders tutorial what exactly is Game BP you are using as a target? That is basically the only thing I wasn't able to gather when reading that.

    Leave a comment:

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