Another way to create the rings is to subtract .5 of UV from a Text coord, put that into a vector to radial, mask out the green then add that to a timewithspeedvariable and plug it into a sine (sine period decides the size of rings) :) drive.google.com/open?id=13xKueHI5ESOlVnKzBV7a-LWhkT84eRMu Math is awesome xD
Hello, it's a cool video. Can you help me? I need to render the UV coordinate of any object in the scene, with post-processing material. Do you have any idea how I can do this?
Is it possible to blend 2 of this material instances at runtime? I am new to Unreal Engine and i can't figure out how to do it (mine is a radial scan).
Instead of ScanLine_M, can we use a math node ? I found it trivial to build my own scan line (TexCoords -> Mask G -> if > 0.25 * if < 0.75). However I couldn't find a way for that result to be hooked on that last multiply after the panner just like you did with the texture. An additional multiply didn't seem to work ...
I tried this exact same thing when I was developing this and ran into the same issue. For some reason Ive probably forgotten (its early and i havent finished my coffee yet lol) the method seems to only work with a texture lookup. You can, however, use your math line and convert it to a vector3 or (i think) convert your result to a texture object. It will surely be much more efficient if it uses a math expression instead of a texture. Let me know if you solve it! Ill make a follow-up video :)
@@underscore00 Thanks for the reply. The panner is the culprit. Without it, I was able to multiply the output of both lines (yours and my custom scan line). I guess what the panner does is hoping for something down the line to wrap itself around, like a texture, whereas a math line is finite to the coordinates. So, for a wrapping effect like those rings, a texture is necessary. Edit: If we use the Time node instead maybe we can simulate the wrapping without a texture ( But I haven't tried it yet.This time, I'm the groggy one, except it's past my bedtime and coffee is 6 hours away).
Another way to create the rings is to subtract .5 of UV from a Text coord, put that into a vector to radial, mask out the green then add that to a timewithspeedvariable and plug it into a sine (sine period decides the size of rings) :) drive.google.com/open?id=13xKueHI5ESOlVnKzBV7a-LWhkT84eRMu
Math is awesome xD
Damn thats a cool technique! Thanks for the tip Dean - makes me wish I'd paid more attention in high school maths XD
Muy bueno!! Sigue así!
Hello, it's a cool video. Can you help me? I need to render the UV coordinate of any object in the scene, with post-processing material. Do you have any idea how I can do this?
Is it possible to blend 2 of this material instances at runtime? I am new to Unreal Engine and i can't figure out how to do it (mine is a radial scan).
hey, you've done a great video tutorial, can I request for you to make a tutorial on changing from primary rifle to secondary weapon?
thank you buddy
Thanks! I'm working on a lot of weapon stuff at the moment, so stay tuned! :)
Instead of ScanLine_M, can we use a math node ? I found it trivial to build my own scan line (TexCoords -> Mask G -> if > 0.25 * if < 0.75). However I couldn't find a way for that result to be hooked on that last multiply after the panner just like you did with the texture. An additional multiply didn't seem to work ...
I tried this exact same thing when I was developing this and ran into the same issue. For some reason Ive probably forgotten (its early and i havent finished my coffee yet lol) the method seems to only work with a texture lookup. You can, however, use your math line and convert it to a vector3 or (i think) convert your result to a texture object.
It will surely be much more efficient if it uses a math expression instead of a texture. Let me know if you solve it! Ill make a follow-up video :)
@@underscore00 Thanks for the reply. The panner is the culprit. Without it, I was able to multiply the output of both lines (yours and my custom scan line). I guess what the panner does is hoping for something down the line to wrap itself around, like a texture, whereas a math line is finite to the coordinates. So, for a wrapping effect like those rings, a texture is necessary.
Edit: If we use the Time node instead maybe we can simulate the wrapping without a texture ( But I haven't tried it yet.This time, I'm the groggy one, except it's past my bedtime and coffee is 6 hours away).
Nice :D
Tutorial request for a Tron like light trail that kills or damages anyone who come into contact with it.