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So Blurred glass material is impossible in Unreal Engine 4?

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  • replied
    Yes, i think about it but for the moment, it works only if you slightly modify unreal source. So it means downloading from github and compiling. Not very handy. I think I'll wait for Epic source code modifications (basically : making scenecapturecomponent class extendable) to release something more user friendly.
    (Et merci pour tes encouragements )
    Last edited by EdWasHere; 07-31-2015, 05:15 PM.

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  • replied
    If you plan to, you should really sell this shader/blueprint on the market

    (en tout cas tu aurais un client déja )

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  • replied
    Other effect: refraction with colour.
    Seems trivial as you could think that you just need to plug a color node in your refractive material but it doesn't work: color will be refracted too and won't give the effect of a uniformly tinted glass.
    So, here again, postprocessing seems to be an interesting way.

    Last edited by EdWasHere; 07-02-2015, 03:52 AM.

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  • replied
    Looks pretty good, and I agree, it does look better.

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  • replied
    Other effect: translucent white plastic. Second time I try to fake it. This time, I think it's better.

    Last edited by EdWasHere; 06-28-2015, 01:28 AM.

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  • replied
    @Ultrabuffallo: thanks!

    Another example:

    Refractive panel with a mesh, not only a plane with a normal map. I think it looks better:

    Last edited by EdWasHere; 07-02-2015, 03:51 AM.

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  • replied
    Wow Ed, those tests are amazing! I've been attempting to create a blurred glass as well through post process materials but haven't come anywhere near the quality of what you have come up with.

    If you ever get to creating those tutorials I and many others would be very grateful!

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  • replied
    @bogieman:

    That's cool. I didn't know that.
    My material is set up so that you could increase/decrease opacity of a glass (from fully transparent to something more translucent e.g. light passes but you don't really see objects) while in game
    so you could use it to do it. But I don't think you would need to use blur to reproduce this effect as, when the screen has "white" on, you see nothing behind.

    @RyanB:

    Thanks a lot!

    relying on the scene capture actor to remove the halo artifact is essentially turning this into multipass rendering which will be very slow in game usage
    That's right.
    Last edited by EdWasHere; 08-26-2015, 02:57 PM.

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  • replied
    Your examples are very cool.

    One thing I'd like to point out is that relying on the scene capture actor to remove the halo artifact is essentially turning this into multipass rendering which will be very slow in game usage. So it may be a good idea to give a strong disclaimer on any version of this that uses a scene capture.

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  • replied
    Cool, I hope enough people get interested then

    Is it possible to kind of turn the effect off and on, so you could have something like those windows that change transparency depending on whether or not there's electricity?

    Like in this video:
    Last edited by bogieman987; 06-17-2015, 03:51 PM. Reason: Formatting

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  • replied
    For the moment, i'm exploring various other glasses effects with this post process approach and I'd like to make an environnement to show them.
    Then, if enough people are interested, i could think about making a few video tutorials.

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  • replied
    Nice, how does/will one gain access to this?

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  • replied
    @bogieman987: Thanks a lot, man!

    would the second pane kind of double up the effect
    I didn't try it yet (i'll do) but playing with actors in a level, i already noticed that refraction of 2 objects were combining.
    Last edited by EdWasHere; 07-02-2015, 03:19 AM.

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  • replied
    Dayum, that's awesome.

    I'm curious, what is it like if you were to look through two panes with it applied, one at a distance behind the other, will it just look the same as looking through one, or would the second pane kind of double up the effect?
    Last edited by bogieman987; 06-14-2015, 12:43 PM. Reason: Because dam with an n is censored :/

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  • replied
    Ok, so here is a video.



    I think the effect is pretty neat but it can be improved concerning shadows on the panel.

    The level is running in standalone mode, in a 1280x720 resolution, on a quite old config (intel Q6600, GTX 560, 4GO RAM), at 60 fps.
    Last edited by EdWasHere; 06-13-2015, 06:03 PM.

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