Fog Of War: Material and Masking Method

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  • เผยแพร่เมื่อ 27 ก.ค. 2024
  • We're going to start wrapping our heads around different methods to handle Fog of War. We'll start with the more prototype style methods and then see if we can dig into more sustainable systems. So our first method is going to be Material Based masks.
    🎓 Materials
    🎓 Blueprints
    🎓 SphereMasks
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    00:00:00 Stream Start
    00:00:37 Intro
    00:03:19 Blueprint Fog of War
    00:06:46 Material
    00:18:00 Camera Line Trace
    00:21:45 Blueprint Interface
    00:26:33 Material Instance Dynamic
    00:37:15 Performance Cost?
    00:44:00 Open Q&A
    01:02:37 Wrap Up

ความคิดเห็น • 18

  • @83donpablo
    @83donpablo 17 วันที่ผ่านมา +4

    Love your video's man. Best channel on TH-cam

    • @livinfreestyle6727
      @livinfreestyle6727  16 วันที่ผ่านมา +1

      What a great feel good comment. Thanks for watching and glad you find the stuff as such!

  • @cubaf7
    @cubaf7 16 วันที่ผ่านมา +2

    one of the best informative yt channel

  • @thugwool
    @thugwool 9 วันที่ผ่านมา

    Great video, as always 😄

  • @HighLammer
    @HighLammer 17 วันที่ผ่านมา +1

    Very good brow.. ❤❤

  • @drakouzdrowiciel9237
    @drakouzdrowiciel9237 15 วันที่ผ่านมา

    Thx ;)

  • @behrampatel4872
    @behrampatel4872 17 วันที่ผ่านมา

    kudos for powering through.
    The line trace and dynamic material parts were great info. Especially the messaging / subscription system and the warning against casting every frame.
    Cheers man.
    b
    edit 01
    Copied the video to the T. The hit component of the line trace just wont register the bp-plane object therefore not being able to send a message
    end edit 01
    edit 02
    ok i was using the 3rd person bp instead of the top Down player BP. All good now. But I wonder why it wouldn't work for the 3rd person
    end edit 02

    • @livinfreestyle6727
      @livinfreestyle6727  16 วันที่ผ่านมา +1

      Thx! I don't know why something always goes fun. I think my brain freezes when live. I have a follow up to this coming as the second FOW video that does go back to revisit the masked vs translucency too so keep an eye out

    • @behrampatel4872
      @behrampatel4872 16 วันที่ผ่านมา

      @@livinfreestyle6727 definitely look forward to the follow up. cheers

  • @glenzhang3646
    @glenzhang3646 16 วันที่ผ่านมา

    Can I ask why did you create a dynamic material with index 0 material and set the new material to index 0? Will this new material replace the original material at index 0? Cuz I usually just store the dynamic material as a variable to modify it, maybe your way will free some memory space?

    • @glenzhang3646
      @glenzhang3646 16 วันที่ผ่านมา

      Also thanks for the video, looking forwards to your replication videos!

    • @livinfreestyle6727
      @livinfreestyle6727  15 วันที่ผ่านมา

      Basically I think you are correct in understanding. There is only one material on the plane (at index 0)....so when we make the new dynamic one we need to replace the material on the plane which is at 0. Then we store it in the variable for ease of axis. If there was more than one material on the object we would have to loop through each one and replace the proper index for each one.

    • @glenzhang3646
      @glenzhang3646 14 วันที่ผ่านมา

      @@livinfreestyle6727 During my test, an interesting thing is even I didn't set the newly created dynamic mat instance to any index, modifying the params on that material still takes effect, I wonder why this happens, does Unreal auto set that new dynamic material to index 1 or it did something internally.

    • @livinfreestyle6727
      @livinfreestyle6727  14 วันที่ผ่านมา

      @@glenzhang3646 could be, I'll have to try it out. The important thing though is that we know we need a Dynamic Mat to be able to make changes at run time. I'll do a sanity check at somepoint although most of the time I actually use a full for loop cuz the mesh has multiple materials and I need to update each one in the proper index