Allar,
Thanks so much for Sharing…
Also you have a kickass naming convention for your disk drives…
Allar,
Thanks so much for Sharing…
Also you have a kickass naming convention for your disk drives…
Ahahaha, that is so awesome, I didn’t even notice that until I’d read your post!
+1 President,
+5 Allar
[On-Topic] - I’ve been using the Sobel Edge for a bit now, and I have to say I really enjoy it. I’m trying to learn from it as well, and it fascinates me how such little changes are very dramatic.
Am I doing something wrong with this material? Tried applying it to the global.post process and no go.
Do I need to do a full rebuild or some such to see results?
Like I said I get errors from the original.material as well when I look into it.
Post screen shots of the errors, there really shouldn’t be any. All instructions needed are on the first post’s image. Nothing else is needed. You should extract the files in your content directory as is and not move files before opening them in the editor. You should only move asset files around via the editor.
Alright I have done that and I get nothing. I used the instance, but when it did nothing I went into the original material and saw this.
www.dropbox.com/s/e1sq7tqw9rwgmip/sobelerror.jpg
Says you are missing a material function. Did you extract the entire zip?
Got it to work, sorry was being a newb! I think I wasnt extracting the whole folder structure was the problem!
Works like a charm.
Is there any way to get it work on mobile devices? SceneTexture nodes are not supported in ES2
Thanks so much for putting this together. Even after unzipping the whole zip file (three .uassets), it required some re-hook-up to get working for me:
For the 8 Way Offset, there were invalid material functions, I had to reset each of them to MF_SceneDepthOffset and then reconnect them to the Appends on the left and the commented nodes on the right (match 000 +++ to anywhere with 0+, etc)
http://i.imgur.com/iQHmeg2l.png
Your example shows you putting “MI_SobelEdge” MaterialInstanceConstant into the Blendable slot. I had to put the M_SobelEdge Material into the slot for it to work for me:
Example from the BlueprintOffice sample asset map:
http://i.imgur.com/8my3ZJnl.png
And for anyone wondering on the thread like I was before downloading it, here’s the the SobelEdge material and material function:
http://i.imgur.com/SvYPp7ml.png
Warning: I may have connected some of the missing connections incorrectly since they hadn’t loaded for me, sorry if that’s the case.
Thanks for sharing this is really cool!! Is there a way to exclude landscapes from this? The edge detection makes them appear mostly black…
There’s one of these sobel edged textures in the “Stylised game” sample we got in “R” Michael. You were on Team “R” during the BETA, weren’t you? I’ve ported that game to UE4 4.0.2 now
I was, but as far as I’m aware nothing from that should be released publicly.
Hi, thanks for the post-process effect, but I’m having a problem. If I type ‘post’ into the actor search bar, nothing comes up. Could you help me?
Did you try searching for Global? If not, you’ll have to put it in yourself by going to Volumes > Global Post Process
Thanks, I tried searching for Global, still nothing… under the volumes tab there is no Global Post Process, only Post Process.
There you go
Thanks :), I already found it though, I just cant find the global post process volume, just the normal post process volume.
That’s the one that you want. It might help looking at an example Global PostProcess on how to set up the Post Process to affect globally. If you create a project from a template, it should be set-up there.
OK, thanks.
Hey guys, I’m sorry I keep asking so many questions, but do you think someone could make it detect an edge on two touching objects? I really don’t have much skill in this kind of stuff, if you haven’t noticed.