I watched 3 tutorials before this one, there were some heaps of links in blueprints, complex materials. You did everything clearly and to the point in 4 minutes. You are the best!
Every other Tutorial made this sound like it was the most complicated thing in the world by combining Fresnel nodes with scene textures and texels... and here you are in 6 nodes it works fine, thank you
It works fine, but keep in mind you are doubling the geometry of each objects when this effect is applied. So if you plan on having this around many characters at the same time, be wary of serious performance hits.
Hi, it's the third time I used your tutorial today to make some progress on my game. Every time I searched for a good tutorial, I ended up on yours. Thanks again for your work and efficiency, mate 👍
Thanks for the tutorial. I was running into an issue with the outline not dynamically appearing/disappearing before, but realised I didn't add the blueprint into the level editor. It's all fixed for me now :)
Thanks for this and agreed this is way more simple than other methods I have seen. I'm losing my mind a bit as I have gone through the video 5 times and the outline is not quite working as intended. The linethickness param is just increasing how far away the outline material is from my mesh and the outline itself always has basically 0 thickness so it looks funky. Wondering if I may have toggled some setting in my project as I have triple checked that I followed the instructions. Any help would be much appreciated. It might just only work with rounded edges. It works fine on a sphere, but on a box with sharp 90 degree edges it doesn't look right.
"The linethickness param is just increasing how far away the outline material is from my mesh " That's exactly what is happening in the material he created for this video. He's setting the faces to offset outwards. Not only it's rendering the same mesh twice on the GPU, but it will also have problems like you mentioned.
Extremely simple and looks great... but mine didn't work. I'll keep playing with it and watch the other 4min tutorial that came up in my search. Thanks for this.
I was righting the same comment by you did instead of this he showed use custom depth in post process where the outline thickness remains same to screen view not world view It was done by code like me channel
Great video, works fine on regular meshes. However, on nanite meshes it doesn't work in 5.4. What is the best workaround for this? One can disable nanite for the mesh entirely, or check 'Disallow Nanite' in the mesh render settings, but I imagine this is suboptimal.
It does, but at least on my project look kinda offset, with some part of the outline breaking at certain angles, the only way it worked fine was to setting the thickness to 0.1 or less
@@l_t_m_f 5.5.0 and still working but again with big numbers looks a little off, try to set the project settings Postprocessing>Custom Depth-Stencil Pass> Enabled with Stencil
i seem to get this error, any ideas? [SM6] SceneTexture expressions cannot be used in opaque materials except if used with the Single Layer Water shading model.
Un related to this video ,but I’m new to unreal engine and on a 3rd person template I followed your tutorial on how to make a main menu and options menu ,but when I saved the project and then later got back into the project I still had all of the coding and assets for the main menu and options tab ,but when I would hit play it wouldn’t start with the main menu and it would instead start with the 3rd person template. How do I fix it?
Bueno me sirve y no me sirve viste como son las cosas, digamos que es el tuto mas sencillo que vi, pero asi es su funcionamiento también, es como que solo se renderizan las caras internas el problema es que este efecto no atraviesa una pared o el suelo por lo que es un efecto incompleto, quizás muy sencillo para trabajar en algo sencillo pero no sirve para resaltar objetos a través de una pared u otros objetos.
I watched 3 tutorials before this one, there were some heaps of links in blueprints, complex materials.
You did everything clearly and to the point in 4 minutes. You are the best!
I second this!
bro is headmaster in his game rest are all students.
Every other Tutorial made this sound like it was the most complicated thing in the world by combining Fresnel nodes with scene textures and texels... and here you are in 6 nodes it works fine, thank you
😂
this was my thoughts exactly!!
It works fine, but keep in mind you are doubling the geometry of each objects when this effect is applied. So if you plan on having this around many characters at the same time, be wary of serious performance hits.
@@THEAETIK I figured that, my project is less than 300 polys per model, so i have some leeway in that regard
Hi, it's the third time I used your tutorial today to make some progress on my game. Every time I searched for a good tutorial, I ended up on yours. Thanks again for your work and efficiency, mate 👍
This is AWESOME! Short, to the point, and simple code. I love you man! Great vid!
Thanks for the tutorial. I was running into an issue with the outline not dynamically appearing/disappearing before, but realised I didn't add the blueprint into the level editor. It's all fixed for me now :)
thank you man every other tutorial was extremely complex but this was really easy to follow and straightforward.
Excellent, many thanks for this tutorial.
this helps so much, thank you.
that being said the shader kinda breaks when applying to charcters which was my main goal
Thanks for the tutorial! Heads up, this doesn't seem to work on Nanite meshes as of UE 5.5 (and likely before).
yes (
ahh.. I also tried it.. its not working at all with Nanite.. did anyone try it with the post process material ?
Thanks for this and agreed this is way more simple than other methods I have seen. I'm losing my mind a bit as I have gone through the video 5 times and the outline is not quite working as intended. The linethickness param is just increasing how far away the outline material is from my mesh and the outline itself always has basically 0 thickness so it looks funky. Wondering if I may have toggled some setting in my project as I have triple checked that I followed the instructions. Any help would be much appreciated.
It might just only work with rounded edges. It works fine on a sphere, but on a box with sharp 90 degree edges it doesn't look right.
Agree. The same problem.
@@noname44394 Same problem
"The linethickness param is just increasing how far away the outline material is from my mesh "
That's exactly what is happening in the material he created for this video. He's setting the faces to offset outwards. Not only it's rendering the same mesh twice on the GPU, but it will also have problems like you mentioned.
ty
Extremely simple and looks great... but mine didn't work. I'll keep playing with it and watch the other 4min tutorial that came up in my search. Thanks for this.
Love the tutorials
The inhale at the end was so unexpected and realistic that I thought there was a man lying in bed with me
Great.
that is great but you double the geometry count and performance wise it can be expensive if you have a big poly count on your model.
I was righting the same comment by you did instead of this he showed use custom depth in post process where the outline thickness remains same to screen view not world view
It was done by code like me channel
nice video cool trick love it
Great video, works fine on regular meshes. However, on nanite meshes it doesn't work in 5.4. What is the best workaround for this? One can disable nanite for the mesh entirely, or check 'Disallow Nanite' in the mesh render settings, but I imagine this is suboptimal.
doesnt work in 5.5
I also can verify that, I’ll try and post a fix.
It does, but at least on my project look kinda offset, with some part of the outline breaking at certain angles, the only way it worked fine was to setting the thickness to 0.1 or less
@@carloscerda5092 are u on 5.5.1 no? In 5.5.0 it is broke for me.
@@l_t_m_f 5.5.0 and still working but again with big numbers looks a little off, try to set the project settings Postprocessing>Custom Depth-Stencil Pass> Enabled with Stencil
It does not work for nanite meshes... Any idea, how to get it work for nanites ?
i seem to get this error, any ideas?
[SM6] SceneTexture expressions cannot be used in opaque materials except if used with the Single Layer Water shading model.
Un related to this video ,but I’m new to unreal engine and on a 3rd person template I followed your tutorial on how to make a main menu and options menu ,but when I saved the project and then later got back into the project I still had all of the coding and assets for the main menu and options tab ,but when I would hit play it wouldn’t start with the main menu and it would instead start with the 3rd person template. How do I fix it?
Go into your world settings and make sure youre using the right Game Mode Override
my i ask if it's optimized or its need an other way so it can be in the final product ??
Bueno me sirve y no me sirve viste como son las cosas, digamos que es el tuto mas sencillo que vi, pero asi es su funcionamiento también, es como que solo se renderizan las caras internas el problema es que este efecto no atraviesa una pared o el suelo por lo que es un efecto incompleto, quizás muy sencillo para trabajar en algo sencillo pero no sirve para resaltar objetos a través de una pared u otros objetos.
is there a way to get to this work with paper zd sprites?