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Dynamic Scan Post Process FX [Radar Pulse]

Just stumbled upon this thread and thought I would show another method for achieving such a result. :slight_smile:

Scan Material Features:

  1. Dynamic Animation Scaling
  2. Field Distance
  3. Ranged Animation Modified By Normalized Equations

https://youtube.com/watch?v=uLekDRjy_fc

Scan Function:


float iTime = Time_Input;
float tRate = Time_Rate;
float bValue = 0.0;
float3 normalizeCamPos = (0-Camera_Position);
float3 normalizeWorldPos = (0-ABSWorld_Position);
float distanceCalculation = (distance(normalizeCamPos*(0-(Radius/10000)), normalizeWorldPos*(0-(Radius/10000))));
float3 cFresnel = (clamp((dot(Camera_Vector, World_Normal)),0,1));
float3 invertFresnel = cFresnel.xyz = float3(1, 1, 1) - cFresnel.xyz;
float scanSync = (clamp((lerp(cFresnel, bValue, distanceCalculation)),0,1));
float3 manualScan = (clamp((((distance(normalizeCamPos, normalizeWorldPos))-100000)/10000),0,1));
float3 invertManualScan = manualScan.xyz = float3(-1, -1, -1) - manualScan.xyz;
float tVariable = (pow(((frac((iTime*(tRate*-1))+distanceCalculation))*invertManualScan),10));
float3 sColor = Scan_Color;
float clampMask = (clamp((tVariable*scanSync),0,1));
float3 finalScan = (lerp(bValue, sColor*invertFresnel, clampMask));

return finalScan;

In order to show World Normal Modification, I chose to implement a pixelation function. There was a video posted by Unreal already for creating this effect within the material browser using some nodes. I simply took the equation and translated it into HLSL.

Pixelation Function:


float res = 80.0;
float2 inUV = Texture_Coordinate;
float2 comUV = ((floor(inUV*(floor(res))))/(floor(res)));

return comUV;

**I hope this is useful **:slight_smile:

-Jeremy-

Very cool effect.

This could be used for a variety of different effects and not just the intended scan! That being said, this is a fantastic Post Process effect! Well done!

Looks great!

Niiiiiice, this all C++ code, right?

HLSL.

Neat, thanks for sharing!

Thank you JBaldwin! :slight_smile:
I hope that I can tweak it to my needs ^^
I was thinking about adding something like this to allow the player to see occluded actors. I’m pretty sure I have to use custom depth for this, but I’m not sure how…:smiley:

Edit:
I think I was a bit too overzealous.

Greetings,
Dakraid

I am glad that you all have found this useful.
@Dakraid - Can’t wait to see this! :slight_smile:

-Jeremy-

Thanks for the reminder :smiley:
So, to be honest, I’m torn between being happy/proud, and hitting my face against the table, since the solution wasn’t that hard to get by, but at least I’m satisfied with the result. Sorry if this is going to be too much text…if you just want the material then skip everything 'till after the demonstration.

So first of all, I recreated the HLSL code as nodes, to better understand the code and to get around the issue that custom nodes only support one output (at least as far as I know). I extended the background by adding a Lerp between the original SceneTexture and a color. I continued to add a SceneDepth/CustomDepth SphereMask, which also allows to control the range of the occluded scan (the range in which meshes with custom depth get affected) and multiplied this with a color. Then I used the clampMask like for the normal scan, but now instead of using the colored fresnel, I used my colored SphereMask. The results of the finalScan and finalOccludedScan are then interpolated, the alpha allows to use both or one of the scans.

This is how it looks in the end:
http://i.imgur.com/roJ4O1dl.png
(Click on the image for a larger version. Note: This is just to show how it looks, at the bottom of the post you can just copy the code and then paste it into a new material)

This is how an instance looks like:

A short run-down of the options:
Balance Scans: Allows to “balance” between both scans. 0.5 shows both, 1 only the occluded scan and 0 only the normal scan.
(Occluded) Scan Color: Color of the scans, both can be changed individually.
Occluded Scan Range: The range in which meshes with custom depth are shown.
Rate: Frequency of the scans.
Scan Radius: Radius of the scans.
Scene vs Color Background: Allows to “balance” between the original scene and a plain color.
Background Color: Self-explanatory

And here is a demonstration:

!-Here is the material; Just copy everything. Then create a new material within the editor, set it to post-process and just paste the network. It should show up just fine. As last step connect the output of the finalCombination Lerp to the emissive-!
!-Don’t forget to set “Render Custom Depth” to true within the “Rendering”-tab (you might have to extend it inside the “Details”-panel) of the mesh you want to see. If the mesh flickers when occluded, try increasing the “Bounds Scale” also found within the “Rendering”-tab-!
!-Pastebin Link: click-!



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I hope somebody can use it as well and thank you Baldwin for the original material in the first place ^^

Greetings,
Dakraid

Hi this is awesome!

how do i achieve what you have made?
where do i have to copy paste the codes you have provided? are the codes enough? sorry i am realy a noob when it comes to materials and post processing
would really appreciate the help!

Huh, are you asking Baldwin or me? If you are asking about mine:
To get the material, you have to do following:

  1. Within the editor create a new material (right click in the content browser and then choose material or click on add new and then choose material)
  2. In the left details tab under Material set the Material Domain to Post Process
  3. Copy everything in the code part of my post
  4. Within the material editor press Ctrl+V to paste the network
  5. As last step connect the output of the finalCombination Lerp to the Emissive Color

If you need to know what to do for Baldwins original version, just ask.

Greetings,
Dakraid

Edit2:

ok i was able to get both to work and use the mix to get what i was looking for.

thanks for the reply :wink:

What do you apply the material to create the Radar Pulse?

To your camera or a post-process volume, under ‘Blendables’.

Thanks for tut. (:
i did this with no error and mistake but when i enter to Post-Progress box screen goes black and nothing happens :frowning:

Awesome work Dakraid and JBaldwin!

Very cool man! Will certainly find many uses for something like this!

Hey man, really cool effect! This was exactly what I was looking for! :slight_smile:
I tweaked it to my liking and got it working.

However, instead of letting the pulse emanate from the camera location, I want the pulse to emanate from an object that was hit and only then, not continuously. I tried replacing the camera vector and position with actor vector/position, but that results in the pulse just coming from the center of my level.

I would really appreciate some help with this, since I only got tomorrow left to work on it (it’s for an assignment). Thanks guys!

Fantastic tutorials for both :slight_smile:

A pointer to non-Americans: remember to remove the u from Colour! I didn’t realise where I’d gone wrong at first :stuck_out_tongue:

This is fantastic. May i know how to get jBaldwin’s version to work ?