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So Blurred glass material is impossible in Unreal Engine 4?

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    #61
    @EdWasHere: Great work, is this working also on mac? (sm4?) Any update about when are you going to release this?

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      #62
      @devel.bmad: thanks! And sorry for the late reply.
      I didn't test it on mac but there's no reason it shouldn't work.
      I was pretty busy last weeks so i didn't make any progress on this project. But now I'm working on it again.
      Will I release it? I don't know.
      If I ever release it, users would need to download ue4 from Gitbuh and compile it themselves as you need to add code in source to make it work. I'm not sure a lot of people would be interested by this as it is not really "user friendly".
      GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

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        #63
        Originally posted by EdWasHere View Post
        Hi,
        I'm sorry but I don't use shader code with custom node so I can't help you for this.
        Hello, could you please elaborate on how you got your post process material to work? When I tried to reproduce your graph (post #12), Unreal tells me that SceneColor lookups are only available when MaterialDomain = Surface. How did you manage to get yours to work with a Post Process material?

        Many thanks.

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          #64
          Unreal tells me that SceneColor lookups are only available when MaterialDomain = Surface.
          Yes, you could use SceneColor in a postprocess material in UE 4.8 but since 4.9 it is not possible anymore.
          Asking for this on these forums, it seems that there's a workaround to be able to use it again, requiring to download UE4 from Github, modify a little bit of source code and compile.
          See this post:
          https://forums.unrealengine.com/show...cess-materials
          I didn't already test it but it should work.

          Alternatively, of course, you can use a scenecapture with a rendertarget set to LDR instead of the scenecolor node.
          Last edited by EdWasHere; 01-13-2016, 03:38 PM.
          GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

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            #65
            By the way:

            Did anyone see this? https://youtu.be/xkDBzt0_ZMU?t=48

            At around 0:48 they have a steamed up piece of glass with what appears to be a mask dictating how blurred the background is. Does anyone know how this was accomplished?
            They give some partial informations here:

            http://forums.ronenbekerman.com/show...?t=8488&page=4

            The screenshot of their material is not big enough to clearly see the whole setup but it seems they use the same technique as ryanb in it's blurring node (offsetting pixels several times and averaging them to blur).
            Last edited by EdWasHere; 01-21-2016, 02:49 PM.
            GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

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              #66
              Otherwise: new video

              Tinted glasses blending their colors when seen one through the other.
              With specular, shadows, refraction, reflections.
              Postprocess material again.
              Notice how the yellow glass refracts what's behind, including the edges of the red glass itself (which doesn't happen
              if you simply put 2 refractives meshes in a level: what's behind the glasses will be refracted twice but the shape of the second mesh won't be refracted by the first as you could expect).



              And now: let's go for a mirror shader...
              Last edited by EdWasHere; 01-22-2016, 10:56 AM.
              GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

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                #67
                Mirror Shader, now.

                GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

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                  #68
                  Just discovered this thread. EdWasHere, very nicely done. I'm curious what your solution for the "SceneColor" no longer working on 4.10 to create a frosted glass. Without having to download from Github. Are you willing to share your most recent blueprint for frosted glass? So far I think your solution works well from what I have seen. I just can't reproduce it from the error message on my SceneTexture:SceneColor.
                  Eldridge Felder

                  Animation/Visualization Manager
                  WorthGroup Architects

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                    #69
                    I think you can't do it anymore without dowloading source from Github and modifying source code.
                    But you can replace the scenecolor node by a render target set to LDR. In this case, you have to use a scenecapture2D actor.
                    GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

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                      #70
                      EdWasHere,

                      Thanks for replying. Would you mind showing an example of the LDR method? I can setup a scenecapture2D, but Im not sure how to utilize this with the capture2D to make the glass blur. Perhaps a screenshot of your blueprint? Really appreciate it!
                      Eldridge Felder

                      Animation/Visualization Manager
                      WorthGroup Architects

                      Comment


                        #71
                        Simple example: see post 12. Instead of the scenetexture:scenecolor node, put your rendertarget by drag & drop from the content browser.
                        You're welcome!
                        GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

                        Comment


                          #72
                          When using the Rendertarget I am getting an error in the "Add" node. I am assuming I need to convert the PostProcessInput0 to a float 3 type or the rendertarget to float4?

                          Click image for larger version

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                          Eldridge Felder

                          Animation/Visualization Manager
                          WorthGroup Architects

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                            #73
                            Yes, you need to add a componentmask node between PPInput0 and multiply, with only "A" checked. That should do the trick.
                            Last edited by EdWasHere; 02-01-2016, 02:54 PM.
                            GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

                            Comment


                              #74
                              Ed,

                              Yes, that resolved the error message I was getting. But I think I am missing a step to get the Post Process Material to appear on my glass. Using the post process material causes my object to display in gray checker. As if I didn't apply a material to it. I also tried created a Post Process Volume with the material added into the "Blendables" section of my Post Process Volume. This only caused my camera to be replaced with the SceneCapture2D when I walked into the Post Process Volume.

                              Am I missing a step to get this material to apply to my object?
                              Eldridge Felder

                              Animation/Visualization Manager
                              WorthGroup Architects

                              Comment


                                #75
                                With this setup, nothing is supposed to appear on your glass, it is supposed to blur a part of the screen once the postprocess material is added as blendable to a camera or a postprocess volume - see post 12 and image result.
                                For the rest, I don't plan to make a tutorial about these glasses shaders.
                                Last edited by EdWasHere; 02-01-2016, 03:59 PM.
                                GLASSES & WATER SHADERS & CUSTOM PLANAR REFLECTIONS on my Youtube Channel: https://www.youtube.com/channel/UCP2...26Y2bEV4kfl9kA

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