UE4 l Wavy Water Post Process Effect l 5-Minute Post Process Tutorial l Unreal Engine 4.26

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  • เผยแพร่เมื่อ 10 ม.ค. 2025

ความคิดเห็น • 20

  • @MCNeko6554
    @MCNeko6554 9 หลายเดือนก่อน

    Great tutorial, works perfectly. For anyone interested in more colors or changing the effect based on character location:
    Change Mask(R) connected to SceneTexture:PostProcessInput0 to Mask(RGB). This overlays whatever color you choose over the regular colors for a more subtle underwater effect.
    Instead of adding a Post Process component to the character, add a Post Process Volume Actor to the world map wherever you want the underwater effect. Add the post process material like in the video to the actor instead of the component.

  • @MartKart8
    @MartKart8 2 ปีที่แล้ว

    I like how this can work as a camera filter type as well.

  • @GoatOfTheWoods
    @GoatOfTheWoods 2 ปีที่แล้ว

    You are awesome, saved me so much time! Subbed.

  • @joeduncan8011
    @joeduncan8011 2 ปีที่แล้ว

    Thanks! Simple Straight to the point and QUICK!! :)

  • @keeevart1424
    @keeevart1424 ปีที่แล้ว +1

    How to limit that to a volume like a cube so it appear only in the cube that represent the sea for exemple and work then only underwater (in the cube) and out its just normal ?

    • @crossbonesI
      @crossbonesI 6 หลายเดือนก่อน

      instead of creating the post process in the character blueprint, create it in the map specifically.

    • @rishabhkumar9553
      @rishabhkumar9553 5 หลายเดือนก่อน

      @@crossbonesI Bro, I tried doing this on BP thirdpersongamemode map but honestly, the whole screen is still blue. Can you further elaborate on how to limit the volume to cube itself?

  • @jd-foo
    @jd-foo ปีที่แล้ว

    superb!

  • @captainjoeyny8403
    @captainjoeyny8403 ปีที่แล้ว

    Can I apply this material to a post process volume for underwater effects?

  • @chainscape
    @chainscape 2 ปีที่แล้ว

    Thank you! :) Can we use this in our commercial projects if we provide an original water normal texture?

    • @CorebGames
      @CorebGames  2 ปีที่แล้ว +1

      Yes, of course

  • @milik88
    @milik88 2 ปีที่แล้ว

    Hello, Thank you very much for this great tutorial ! Is there a way to have opacity to the shader so the image won’t be so monochromatic ?

  • @HoracioSchvemler
    @HoracioSchvemler ปีที่แล้ว

    Genial!!

  • @andrinSky
    @andrinSky 2 ปีที่แล้ว

    Hello Coreb Games, how can i change the Blueprint, that we would see this Effects only under the SEA-Level and not in the whole level?

    • @CorebGames
      @CorebGames  2 ปีที่แล้ว +1

      Hello, use post process box.

  • @desocrate
    @desocrate 2 ปีที่แล้ว

    Hi, when I move forward or back, the normal map goes very crazy and fast. It also gets tiled more the further I am away from the post process box, why?

    • @uavisionx
      @uavisionx 2 ปีที่แล้ว

      Done use the append node, instead just input direct values for speed in the panner. That should make it better.

    • @mrjryan44
      @mrjryan44 8 หลายเดือนก่อน +1

      @@uavisionx this worked for me. I deleted the append node and the 2 parameter nodes attached to it. I replaced all of that with a constant, changed the value to 0.05 and attached it to the speed pin. bigger number equals faster speed; 1 was too fast for a calm pond.

    • @uavisionx
      @uavisionx 8 หลายเดือนก่อน

      @@mrjryan44 thanks for the update buddy, ill try this out...cheers!