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.
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 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?
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 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.
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.
I like how this can work as a camera filter type as well.
You are awesome, saved me so much time! Subbed.
Thanks! Simple Straight to the point and QUICK!! :)
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 ?
instead of creating the post process in the character blueprint, create it in the map specifically.
@@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?
superb!
Can I apply this material to a post process volume for underwater effects?
Thank you! :) Can we use this in our commercial projects if we provide an original water normal texture?
Yes, of course
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 ?
Sure thanks
Genial!!
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?
Hello, use post process box.
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?
Done use the append node, instead just input direct values for speed in the panner. That should make it better.
@@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.
@@mrjryan44 thanks for the update buddy, ill try this out...cheers!