Thank you to anyone who responds.
Is there a way to create an effect that looks like this, where the edges are eroded and there’s an offset outline but without the issue that I’ve circled in red and the fact that the outline doesn’t work at certain angles for boxes? Preferably
- erosion degree can be controlled
- erosion appearance can be controlled via texture
- base material would be independent
- offset of the outline can be controlled
- outline color can be changed for each mesh
MostHost has suggested me to create a topic on this to see if someone has already found a simpler solution.
So far, for the rim erosion I’ve done this:
- Base material
MF_ShellCalculation
MF_ColorRamp
and the goal was to create an inner shell that’s solid with the base color and an outer shell on top of that with the gradiant that acts as the erosion.
However according to MostHost you can do this with stencils. I’m not entirely sure how you would implement that though? And also using fresnel don’t really work well with flat surfaces from my understanding.
The second part is that I do want an offset outline as well. Temporarily I’m using an overlay material M_OffsetOutline
but I’m pretty sure you want to do this in post-processing.
But for the post processing, PPM_OffsetOutline
, I based it on Sobel Edge Detection in Unreal Engine, but how would you modify it so that you can change the color of the outline and scale it bigger than the actual mesh it’s outlining around. My understanding of custom stencils is limited, I get that you can use a value for the custom stencil, compare in an if
statement and if it meets a certain condition, you assign a certain color?
Actually I’m going to follow this tutorial since it’s really in depth and try to modify it for my purposes.