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    #31
    Pretty much yes.

    Comment


      #32
      Originally posted by Kalle_H View Post
      Pretty much yes.
      I copied/pasted the code into the custom node. It worked, showed preview when custom node was selected. However, when I plug custom node into material, anywhere, I get errors. Something about unexpected token '('

      Do you know what's happening by chance and how can i get it working?

      Thanks!

      Comment


        #33
        Bumpy bump!

        Comment


          #34
          [MENTION=3692]RyanB[/MENTION]: any thoughts about this custom shader for "sphere AO" ? Thanks.

          Comment


            #35
            Hi,

            The Sphere_AO material function returns a fraction that tells you the fraction of occlusion for a given position in the world that is given by a sphere of a given size and location.


            Put another way, its asking "How much does this Sphere occlude the Sky (or hemisphere). "

            To use it on a flat blob shadow card you can simply plug in the location of your character and the sphere radius (or one per each leg etc). Because its a blob shadow you will have to balance between having the correct location and correct radius. Generally, using the Sphere_AO function you may want to boost the occlusion by either over estimating your sphere size or by applying a pow to the output perhaps if this is for a stylized game.

            A more advanced/accurate way to use it on translucency is to use the "WorldPosition Behind Translucency" input as the position. I just look at the function though and for some reason I did not expose the Position as an input which is a pretty unfortunate oversight. If you go inside you can replace the "Absolute World Position" input with something else and use that and it will work. Or you could make it a material function and sample it on the ground of your environment but that wouldn't be my first choice, doing is using translucency would be more reuable.
            Last edited by RyanB; 04-06-2016, 03:06 PM.
            Ryan Brucks
            Principal Technical Artist, Epic Games

            Comment


              #36
              Ouch, sounds complicated :/ I was hoping to add the code from above to a custom node, plug it into material node, apply material to a low poly sphere attached to each leg of the character (and hidden in-game) O.o

              It's really just to ground characters in the scene when they are near player. It doesn't have to be be accurate at all, nor resemble character's shape. It should be similar to Showdown VR blob shadows, but demo doesn't have any characters in it, except the robot and its blob shadow materials looks like a bowl of Pad Thai - I couldn't figure out why it's done that way and why couldn't it be simpler :/

              Translucency is a no-go on mobile VR. Maybe image with white background and black spot would work, using modulate blending ?

              Comment


                #37
                I am confused, I thought you were asking about the material function we already have called Sphere_AO? somebody mentioned it by name up above.

                The code snippet posted looks like the same thing but much longer for some reason as far as I can tell. Maybe some additional below the horizon math that isn't needed in your case.

                It does work exactly like you say, except that the sphere is purely virtual, there is no actual sphere for the leg you will merely set a parameter in the material pretending it is there. That really isn't so hard, you can grab a bone position in the blueprint by using Get Socket Location. Then set to update a material param collection or MID value. Then you place the material on more of a box or flat plane that is closer to the ground.

                Showdown VR used something much simpler, it just used a blob texture on translucency.

                If translucency is a no-go then I don't see how you can do it other than placing the Sphere_AO material function into your ground material like my alternate suggestion.
                Last edited by RyanB; 04-06-2016, 03:07 PM.
                Ryan Brucks
                Principal Technical Artist, Epic Games

                Comment


                  #38
                  Originally posted by RyanB View Post
                  I am confused, I thought you were asking about the material function we already have called Sphere_AO? somebody mentioned it by name up above.
                  Oh, I didn't know UE4 already has that. I was talking about that custom code, yeah. What would be the best example to look at for UE4's Sphere_AO ?

                  Originally posted by RyanB View Post
                  Showdown VR used something much simpler, it just used a blob texture on translucency.
                  When I checked Showdown scene, all I saw was a sphere mesh with black on white image (blob shadow image) attached to the robot and massive network of noodles in the material editor :/ There are some custom UV maps involved too. Not quite sure why.

                  Comment


                    #39
                    I am guessing it was using the WorldPositionBehindTranslucency setup that I described above. Its just a way to get the worldpos of the floor underneath the character.

                    And making them spheres is just another shape they could have been boxes or planes, but the spheres make sure the shape covers the whole area on the ground around the foot, and might fit the shape of the texture better than a box so maybe thats why it was a circle.

                    All you need to do to use it is tell it the sphere position and radius. There are no existing examples yet but it should be easy to try it out.


                    In terms of 'massive amounts of nodes' IIRC, it was so the shadow opacity faded down when the foot steepped higher. All manual hackery. If you use Sphere_AO function you shouldn't have to do that as it should happen naturally when the animation plays and raises the leg bones (assuming you set the sphere to be the foot and update on tick to bonepos). That is the beauty of using the function rather than manual nodes. But you can probably get something 'nicer' looking with manual nodes and textures since you can shape the shadow exactly to the foot etc. So pick your poison, something that works in all cases OK, or something that needs a lot of custom setup to look good in one case.
                    Last edited by RyanB; 04-06-2016, 03:21 PM.
                    Ryan Brucks
                    Principal Technical Artist, Epic Games

                    Comment


                      #40
                      Sorry, I give up I don't understand how on earth this thing works :/ Can someone please really explain in terms that a non-technical artist could understand ? (after spending entire evening on Showdown demo, it seems that not only Material setup is mind numbing, but also assets had to be prepared in a certain way; I couldn't figure it out for **** :/ )

                      Here is my setup:

                      Click image for larger version

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                      Full size: http://s23.postimg.org/hhw7oi42h/blob_shadow01.png

                      Click image for larger version

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                      Full size: http://s28.postimg.org/cymd8m50r/blob_shadow02.png

                      Click image for larger version

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                      Full size: http://s9.postimg.org/6o4odt14d/blob_shadow03.png



                      So, at this time it doesn't do anything at all - doesn't offset texture to be a few units above the floor and I am sure if the critter would walk along, it wouldn't project straight down either. Plus if I move the plane with blob shadow texture above the foot, it will also darken the foot.

                      Comment


                        #41
                        Alright, since I haven't heard back, I gave it another spin and made it happen

                        I literally recreated material setup from Showdown because I couldn't wrap my head around the noodles. Then it turned out that ground plane is always fixed. So in order for shadow to show up, I had to tweak it manually and it didn't really work when there was different floor elevations. So I added BP to adjust that parameter every frame. That worked wonderfully.

                        Another observation I made was about these fake shadows not acting as decals. So it's they would be used on a terrain, the edges of the shadow mesh would wedge into terrain and will be clipped. Looks pretty ugly.

                        Here is what I am talking about:

                        Click image for larger version

Name:	blob_shadow_clipping.png
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                        Full image: http://s30.postimg.org/lg1hoiv2n/blo...w_clipping.png

                        How can I make attached (via sockets) static blob shadow meshes to be always parallel to the floor ? (so no matter how model is animated and how the bone rotates, attachment would always remain at its natural angles)

                        Comment


                          #42
                          If you know it is always going to be on a flat ground and you know the Z height you could simply use the vertex shader. Take your floor height and subtract WorldPosition.Z. Then multiply by 0,0,1 and hook to worldpositionoffset. Then add like 0,0,2 or something to keep it from zfighting.


                          For bullettrain I solved it another way, using the vertex shader to shrink to the foot position and then re-expand along flattened local vectors.

                          To support slopes the easiest method is oversized geometry and using the worldposition behind translucency.
                          Ryan Brucks
                          Principal Technical Artist, Epic Games

                          Comment


                            #43
                            Originally posted by RyanB View Post
                            If you know it is always going to be on a flat ground and you know the Z height you could simply use the vertex shader. Take your floor height and subtract WorldPosition.Z. Then multiply by 0,0,1 and hook to worldpositionoffset. Then add like 0,0,2 or something to keep it from zfighting.
                            Well, I assume that's what big robot blob shadow does in Showdown VR demo, doesn't it?

                            Originally posted by RyanB View Post
                            For bullettrain I solved it another way, using the vertex shader to shrink to the foot position and then re-expand along flattened local vectors.
                            Could you please post the material for such blob shadow? (assuming it's mobile friendly)

                            Originally posted by RyanB View Post
                            To support slopes the easiest method is oversized geometry and using the worldposition behind translucency.
                            Well, as you can see my shadow plane is oversized, but it clips into the floor instead of render over it (as if it's a decal). I still can't find any examples or docs/tutorials about "worldposition behind translucency". I'll post my material setup after work and I wonder if you could modify it with "worldposition behind translucency" so I could have final piece of the puzzle with blob shadows solved and move on (and whoever else needs it would find an out-of-the-box solution useful). Could you please do that ?

                            Comment


                              #44
                              Sorry by oversized geometry I meant in full 3d.... your plane is flat so it never gets oversized on Z, you need it to be encompassing the entire volume around the characters foot.

                              I will try to get an image soon of that but I promise its literally just WorldPositionBehindTranslucency and then you subtract objectposition and then you divide by whatever your shadow size needs to be. Then you add 0.5 since UVs are in 0-1 not -1 to 1 (since subtracting objectposition puts the center at 0 not 0.5).

                              oh and component mask the RG channels before hooking up to texture UVs.
                              Ryan Brucks
                              Principal Technical Artist, Epic Games

                              Comment


                                #45
                                Probably late, but here is my master material for blob shadow:

                                Code:
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                                      MaterialExpressionEditorY=-448
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                                   Begin Object Name="EdGraphPin_31120"
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                                      PinType=(PinCategory="optional")
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                                   Begin Object Name="EdGraphPin_31121"
                                      PinName="Tex"
                                      PinType=(PinCategory="optional")
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                                   Begin Object Name="EdGraphPin_31122"
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                                      PinFriendlyName=" "
                                      Direction=EGPD_Output
                                      PinType=(PinCategory="mask")
                                   End Object
                                   Begin Object Name="EdGraphPin_31123"
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                                      PinFriendlyName=" "
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                                   Begin Object Name="EdGraphPin_31124"
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                                      PinFriendlyName=" "
                                      Direction=EGPD_Output
                                      PinType=(PinCategory="mask",PinSubCategory="green")
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                                   Begin Object Name="EdGraphPin_31125"
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                                      PinFriendlyName=" "
                                      Direction=EGPD_Output
                                      PinType=(PinCategory="mask",PinSubCategory="blue")
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                                   Begin Object Name="EdGraphPin_31126"
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                                      PinFriendlyName=" "
                                      Direction=EGPD_Output
                                      PinType=(PinCategory="mask",PinSubCategory="alpha")
                                      LinkedTo(0)=EdGraphPin'MaterialGraphNode_5.EdGraphPin_31129'
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                                   Pins(0)=EdGraphPin'EdGraphPin_31120'
                                   Pins(1)=EdGraphPin'EdGraphPin_31121'
                                   Pins(2)=EdGraphPin'EdGraphPin_31122'
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                                   Pins(6)=EdGraphPin'EdGraphPin_31126'
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_5"
                                   Begin Object Class=MaterialExpressionLinearInterpolate Name="MaterialExpressionLinearInterpolate_1"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31127"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31128"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31129"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31130"
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                                   Begin Object Name="MaterialExpressionLinearInterpolate_1"
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                                   Begin Object Name="EdGraphPin_31129"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_6"
                                   Begin Object Class=MaterialExpressionScalarParameter Name="MaterialExpressionScalarParameter_0"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31131"
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                                   Begin Object Name="MaterialExpressionScalarParameter_0"
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                                   Begin Object Name="EdGraphPin_31131"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_7"
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                                   Begin Object Name="MaterialExpressionTextureCoordinate_0"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_8"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_9"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_10"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31136"
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                                   Begin Object Name="MaterialExpressionWorldPosition_0"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_11"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_12"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31140"
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                                   Begin Object Name="MaterialExpressionConstant2Vector_0"
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                                   Begin Object Name="EdGraphPin_31140"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_13"
                                   Begin Object Class=MaterialExpressionAdd Name="MaterialExpressionAdd_1"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31141"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_14"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31144"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31145"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_15"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31146"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31147"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_16"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_17"
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                                   Begin Object Class=EdGraphPin Name="EdGraphPin_31149"
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                                      LinkedTo(0)=EdGraphPin'MaterialGraphNode_13.EdGraphPin_31142'
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_18"
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                                   Begin Object Name="EdGraphPin_31154"
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                                Begin Object Class=MaterialGraphNode Name="MaterialGraphNode_20"
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                                Here is the video showing how it works:



                                As you can see it only works for one hardwired ground height and it clips into the floor Could you please modify it to not clip into the floor (and I'll add inverted hemisphere to each foot if needed) and to work with any ground height automatically? (unless I need to trace down from each foot, get Z coordinate and pass it to that GroundHeight parm)

                                Currently this is how I keep blobs on the floor and aligned (most likely not the fastest way, and shadows still clip into slopes/walls):

                                Click image for larger version

Name:	blob_shadow_adjustment.png
Views:	1
Size:	77.5 KB
ID:	1104632
                                Full image: http://s21.postimg.org/sv0yyd0s5/blo...adjustment.png

                                Thanks beforehand!
                                Attached Files
                                Last edited by motorsep; 04-16-2016, 12:58 AM.

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