Looking for a basic Sobel Edge Post Process Material?

It’s perfectly possible. What you basically need to do to is applying the edge detect algorithm not only to the depth buffer but also to the normals, or more specifically to each channel of the scene normals. Now if you use the sobel kernel 4 times (depth, normals r, g, b) the material gets pretty expensive so I’d rather go for a simplified version with only 4 offsets for detecting edges.

Here are some comparison screenshots for depth only, normals only and a combined approach:
http://oliverm-h.blogspot.de/2014/03/unreal-engine-4-post-processing

Hey, thanks for replying. :slight_smile: How would I apply it to both depth and normal?

Can anyone help me? :wink:

C’mon, someone?

You don’t need to triple post; If there hasn’t been a reply it might hint at the fact that others don’t know. I don’t know either.

Do you know how to get normals only?

Personally I’m only wondering if you actually took a look at how the material works at?
There are so many resources about outline shaders for UDK and of them basically work the same. There is also an in depth article at the UDN: http://udn.epicgames.com/Three/DevelopmentKitGemsSobelEdgeDetection
As I said before you need to run the edge detect math part not only for the scene depth but also for 3 channels of the world normals.

To get you started, this is a basic edge detection for one normal channel (simply using 4 offsets instead of sobel kernel). Do this for each channel and multiply 3.
http://abload.de/img/edgedetect001zujeu.png

Hi, I’m currently trying to recreate the edge detection that was used in antichamber, but I’m having some problems and rather than creating a separate thread i thought i could just ask if you guys know how to “repair” it
I’m really new when it comes to this stuff so please bear with me.
This is what I’m trying to do: forums.epicgames.com/threads/957277-anyone-tried-Antichamber-easter-egg-%28the-edge-detection-algorithm%29 I’m not sure I did everything right, the material does detect the edges like I want but its far from working, I just tried to follow the image but I don’t have any idea of what I’m actually doing. also i never used UDK so I don’t know if I interpreted everything correctly.
What I have so far: [URL=“UE - Album on Imgur”]http://imgur.com/a/H

Good stuff! Thanks.

Really nice shader. I got it to work, but has anyone else noticed that distant objects / landscape have a pure black artifact/shadow? I tried this on a template to make sure it wasn’t just my game.

Attached is the third person template showing the problem.

Yeah, I’ve had that as well. Tried fixing but got nowhere.

Yeah, I’m a total noob to post process materials, I’ve managed to change the “max distance” values inside the material, which gets rid of the black areas, but it also moves the effect further away - meaning close up objects do not have the outline.

Hey Creamshake, any luck on your Antichamber shading? I’m trying to get mine like that too.

Nothing worth mentioning really, slightly different, just not better.

hi, I have a problem when I added this effect is not seen Particle System: (Help

Your image isn’t loading :>

I fixed, Sobel Edge reads transparency :wink:

When you fix, it might help future people with similar problems if you don’t remove the image showing the problem. Better yet, offering the before and after image (as well as the method you did to fix it) should help others with similar problems in the future.

dont work ? i have a problem … the floor is black