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    #46
    Originally posted by SumFX View Post

    The problem has been fixed on my end. After little bit more testing, I'll release an update for the plugin.
    Nice , cool

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      #47
      is it possible to make it work on Android? I I tried, but it could not render it (looks gray around texts). Thanks!

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        #48
        Originally posted by cjlee View Post
        is it possible to make it work on Android? I I tried, but it could not render it (looks gray around texts). Thanks!
        Sorry, but I didn't test this on Android. Any error you can share? Also, device specs would be helpful.
        SUMFX.net

        Chameleon Post ProcessSharp TextCamera TransitionsLOOK! Color Grading PackSciFi UI SoundsCensoredAnimated CrosshairsMinimalist Lower ThirdsHitPoint

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          #49
          Hi SumFX, did you have some news about a possible new version without the strange crash when we change the component's variable ?
          Because I need to use your plugin in a customer project. Thank you !

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            #50
            Originally posted by Megurine View Post
            Hi SumFX, did you have some news about a possible new version without the strange crash when we change the component's variable ?
            Because I need to use your plugin in a customer project. Thank you !
            Hi Megurine,

            I've submitted the update package two weeks ago and it's still in review. I think it's because of the holiday and probably would speed up as now.
            SUMFX.net

            Chameleon Post ProcessSharp TextCamera TransitionsLOOK! Color Grading PackSciFi UI SoundsCensoredAnimated CrosshairsMinimalist Lower ThirdsHitPoint

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              #51
              SharpText v1.3 is live. Changelog
              SUMFX.net

              Chameleon Post ProcessSharp TextCamera TransitionsLOOK! Color Grading PackSciFi UI SoundsCensoredAnimated CrosshairsMinimalist Lower ThirdsHitPoint

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                #52
                Initial tests of revision showed no problems, Thankyou
                PaulG

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                  #53
                  I had a few presales questions:
                  • Are UVs supported ( the built-in Text Render Actor supports UVs ), so I am able to use Lit Opacity Masked material with the Font Param, as well as my own UV textures on the final letters.
                  • Do I need to use the texture generator on your web page, or can I download the tools as I have a 14 Core CPU that I would like to iterate locally on?
                  • Do I have control on my world space font size, or do I only have the built-in scale for the resulting actor?
                  • Can you define a max actor width so that the resulting text will word wrap to the next line?
                  • Does this work on Android / iOS?

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                    #54
                    • Are UVs supported ( the built-in Text Render Actor supports UVs ), so I am able to use Lit Opacity Masked material with the Font Param, as well as my own UV textures on the final letters
                      No custom material supported at the moment. Custom texture overlays in development and will be available with the upcoming update.

                      Do I need to use the texture generator on your web page, or can I download the tools as I have a 14 Core CPU that I would like to iterate locally on?
                      Yes. web based generator required.

                      Do I have control on my world space font size, or do I only have the built-in scale for the resulting actor?
                      Scaling factor is not 1:1 to Unreal Engine 4 and is specific to SharpText. So Size:18 Text Render Actor won't be the same size as Size:18 SharpText Render Actor.

                      Can you define a max actor width so that the resulting text will word wrap to the next line?
                      This also under development for a while now. No ETA yet.

                      Does this work on Android / iOS?
                      Didn't test on mobile but I got responses from users on successful mobile and VR builds. No guarantee here, sorry.

                    SUMFX.net

                    Chameleon Post ProcessSharp TextCamera TransitionsLOOK! Color Grading PackSciFi UI SoundsCensoredAnimated CrosshairsMinimalist Lower ThirdsHitPoint

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                      #55
                      So, unlike the Text Render Actor which I can use a standard material ( set blend mode to masked and just set it to use Masked Opacity, and connect the Font Param into it ), I am unable to do so with Sharp Text? I didn't think it differed that greatly from UE4's Text Render Actor beyond the better SDF generation. The Text Render Actor gives me most what I want, but the SDF generation just doesn't retain enough sharpness. I need to be able to use the same material that I am using for other actors on my text, like I can with the base Text Render Actor when using Blend Masked mode.
                      Last edited by Institute Games; 03-01-2019, 01:58 AM.

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                        #56
                        Originally posted by Institute Games View Post
                        So, unlike the Text Render Actor which I can use a standard material ( set blend mode to masked and just set it to use Masked Opacity, and connect the Font Param into it ), I am unable to do so with Sharp Text? I didn't think it differed that greatly from UE4's Text Render Actor beyond the better SDF generation. The Text Render Actor gives me most what I want, but the SDF generation just doesn't retain enough sharpness. I need to be able to use the same material that I am using for other actors on my text, like I can with the base Text Render Actor when using Blend Masked mode.
                        I'm working on a custom material support for a while and it will be published when it's ready but no ETA yet, unfortunately.
                        SUMFX.net

                        Chameleon Post ProcessSharp TextCamera TransitionsLOOK! Color Grading PackSciFi UI SoundsCensoredAnimated CrosshairsMinimalist Lower ThirdsHitPoint

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                          #57
                          Any chance you could put up a screenshot of what your current shipping material graph looks like?
                          Last edited by Institute Games; 03-01-2019, 04:22 AM.

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                            #58
                            SumFX, can you provide a screenshot of the material graph that your plugin ships with?

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                              #59
                              Originally posted by Institute Games View Post
                              SumFX, can you provide a screenshot of the material graph that your plugin ships with?
                              Sorry, I can't do that. It's half of the product I'm selling. I hope you can understand that : )
                              SUMFX.net

                              Chameleon Post ProcessSharp TextCamera TransitionsLOOK! Color Grading PackSciFi UI SoundsCensoredAnimated CrosshairsMinimalist Lower ThirdsHitPoint

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                                #60
                                What I am needing to know is if your plugin supplies something similar to the Text Render Actor's "Font Param" node for the material editor. This provides the opacity to drive the Masked Opacity channel. In the end your plugin is able to use the sharper signed distance field output and use it to drive the opacity. My use would require access to that node to drive my own shader ( the opacity being driven by your plugin ). Is this accessible for those who purchase your plugin, or have you not made a node like the shipping Font Param for the material editor?

                                I see your plugin as a way to not have to implement the sharper signed distance field paper that came out a few years back, and worth the time savings to me.
                                Last edited by Institute Games; 03-16-2019, 02:28 PM.

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