I recall seeing this in games, just some effect that apply on top of objects like a global material or something.
There must be some way
I recall seeing this in games, just some effect that apply on top of objects like a global material or something.
There must be some way
Hi there,
The global material is called material parameter collection, so there are two approaches: all materials should be instances of the same master material, or, at least, have the same material parameter collection as a main fade variable.
Whenever the actor blueprint has a code to change the global parameter, all child actors will follow.
Let me see if I can find a good reference, but if you search on YT, you’ll find good tutorials.
well, that doesn’t work because I have different types of materials, some with alpha, some masks, some with no alpha.
I need something that goes from the other side. Instead of going from parent to children, I need something that will cover up the entire actor when it is in the scene.
there must be a solution, I don’t know this software very well at the moment
Hi there,
In case you cannot have a shared master material, the fade logic can be converted into a “material function”, so you can plug it in any material, regardless the parent material. In this function, you plug that material parameter collection. By changing the value (s) of the parameter (s), all materials will be affected at the same time.
Perhaps the other technique you’ve mentioned is related to “post processing”. If so, it would be helpful if can share a short video clip of the technique applied, as someone will be able to help you out.
yes, unfortunately I don’t want to mess with the materials that are already on the actor. Lets take the metahuman character, it has quite complex materials for skin and for eyes. Plugin in something else in each of the materials is quite an work and most likely will mess the materials way of working. Not to mention that it will create more shaders than needed.
I will check this thing because this is a taks that I’ve used in games when they create ghosts or holographic effects on characters, there must be something
I see now, look for Niagara disintegration, or dissolve, which is doable with animated skeleletal meshes. Fade in Fade out is a common term for materials effects but also for Niagara.
There’s a YouTube channel CGHOW specialized in VFX and Niagara.
Hope that helps.