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Tutorial Preview: Putting Live 3D Models in your HUD

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  • replied
    The full version of the tutorial goes over the entire process, step by step: https://forums.unrealengine.com/show...your-HUD-or-UI

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  • replied
    What do you put out of the sky sphere? A manequin with animation? Because I did that, it worked as a charm but when I apply a different material to my character, manequin does not change also. That seems pretty fair, but how you get to change yours? Obviously you do not set a manequin?

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  • replied
    This is very nice. This would fit many game design styles just well! Must see more!

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  • replied
    Very cool, subscribed!

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  • replied
    Looks awesome. Great work!

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  • replied
    Ok, you just need to disable the fog in the SceneCapture settings

    One real problem I found is that you can't use any Post Processing, so no Anti Aliasing, which makes it looks quite aliased. While you get a not-clean edge if you mask against a color, there you can use AA so the edge will be much smoother.

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  • replied
    The approach is really interesting, that's actually a really good way to avoid having to mask with a color! Thanks Jeff Problem is just, I need the atmospheric fog... Is there anything I could use instead of "nothing" to get the same result as with using "nothing"? With atmospheric fog you unfortunately never have "nothing" to get the real nice perfect mask.

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  • replied
    I tried putting the capture outside of the sky sphere and added the 1 minus to the material. I had an atmosphere volume that was still being captured so had to disable that and my skeletal mesh is captured beautifully in the UMG Widget. Since my skeletal mesh has no transparency it worked fine for my purpose. But the blanket alpha mask won't be a good solution to everything. And as mentioned earlier using an emissive room leaves some terrible reflections on anything you're trying to capture unless you swap out all materials for materials which have roughness = 1 and metallic = 0.

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  • replied
    Originally posted by Chosker View Post
    but if you do this, you cannot use translucent alpha. it won't generate depth so it will not render on top of the void, so it just won't appear at all :/
    Hmm... I'll have to check that out and come up with a workaround if it's true. Shouldn't be hard to test.

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  • replied
    pretty cool

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  • replied
    Originally posted by jeff_lamarche View Post
    There's a much easier way to mask out the background than in that tutorial-- which is to simply not have a background in the first palce. Instead of using a "room" with an emissive material that gets masked out, I placed the SceneCapture2D outside of the sky sphere, pointed away from the sky sphere. Doing that gives me automatic alpha masking for any part of the captured image where the background is visible on camera (though I do have to one-minus the alpha channel in my material) and saves me the work of building a "room" around the object. Anywhere that nothing is drawn on camera, the alpha automatically comes through as transparent alpha.
    but if you do this, you cannot use translucent alpha. it won't generate depth so it will not render on top of the void, so it just won't appear at all :/

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  • replied
    Cue the face palms and why didn't I think of that Very kind of you to divulge your masking approach. Looking forward to seeing your tutorial once you're back. Safe travels.

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  • replied
    Originally posted by Naveed View Post
    There's also this tutorial by @Tolc, https://engineunreal.wordpress.com/2...mg-widget-hud/, which does a great job in getting something similar. It uses a 2DTextureRender node. The only problem is masking out the background reflections on your static mesh.

    Interested to see the approach used here.
    The approach I used isn't all that different than the one you linked, actually. In fact, the main difference is that that tutorial makes it more complex than is actually needed.

    I'm actually on travel right now unexpectedly, so won't be able to finish the tutorial for a couple more days. I'll give away the secret now instead of making you wait for the full tutorial.

    There's a much easier way to mask out the background than in that tutorial-- which is to simply not have a background in the first palce. Instead of using a "room" with an emissive material that gets masked out, I placed the SceneCapture2D outside of the sky sphere, pointed away from the sky sphere. Doing that gives me automatic alpha masking for any part of the captured image where the background is visible on camera (though I do have to one-minus the alpha channel in my material) and saves me the work of building a "room" around the object. Anywhere that nothing is drawn on camera, the alpha automatically comes through as transparent alpha.

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  • replied
    There's also this tutorial by @Tolc, https://engineunreal.wordpress.com/2...mg-widget-hud/, which does a great job in getting something similar. It uses a 2DTextureRender node. The only problem is masking out the background reflections on your static mesh.

    Interested to see the approach used here.

    Leave a comment:


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