although it only works with cubes, I would like it to work with any object and that I have only the edges illuminated regardless of the shape of the model... thanks!
For that i d suggest you modify your model’s curvature (which you can generate in blender or substance or marmoset I believe) to high contrast in any photo manipulating software of your choice to a black and white image in which your edges are white and rest is black in the UV layout and import that map in unreal or unity and multiply it with the colour of your choice and plug the result of that multiplication in the emission channel of your shader. Hope this helps.
@@yatharthpadharia5719 so basically the export the curvature mask, use contrast or levels to primarily get a black or white mask, use that mask in the material to highlight the specific areas of the UV's we want to use for edge highlighting?
But this only works with cubes, I wonder how it would work on an invested ambient occlusion mask, I think a cavity mask would come out totaling so much with highlighting
It seems that this only applies to the UV border edge. The border trim line cannot be visually seen anywhere that does not have a UV border edge. If you wanna test it just grab any maya primitve and toss it in unreal. Mayas basic cube for example is UV unwrapped like a cross pattern and the squares do not reach the UV border edge. You put a cube in there from maya and you wont even see this trim line at all except for hardly wherever and UV islands are close to the UV 0-1 space border edge.
how to apply it and use a opacity mask to turn mesh transparent? my opacity mask on mine is greyed out. I am trying to use it on a hexagon but nothing happens. When i add it to a plane or cube, it works fine. Any idea why?
although it only works with cubes, I would like it to work with any object and that I have only the edges illuminated regardless of the shape of the model... thanks!
For that i d suggest you modify your model’s curvature (which you can generate in blender or substance or marmoset I believe) to high contrast in any photo manipulating software of your choice to a black and white image in which your edges are white and rest is black in the UV layout and import that map in unreal or unity and multiply it with the colour of your choice and plug the result of that multiplication in the emission channel of your shader. Hope this helps.
@@yatharthpadharia5719 thanks
@@yatharthpadharia5719 so basically the export the curvature mask, use contrast or levels to primarily get a black or white mask, use that mask in the material to highlight the specific areas of the UV's we want to use for edge highlighting?
used fresnel nodel
HE IS THE ONE WHO COOKS!
Fantastic. Shortest tutorial I've found and works great too!
Glad it helped!
This is exactly what I was looking for, thank you!!!
But this only works with cubes, I wonder how it would work on an invested ambient occlusion mask, I think a cavity mask would come out totaling so much with highlighting
would be cool make outline that can be bigger outside of the 3d Object instead inner without use PostProcessing Outline methode
Thanks ,Great tutorial!!
Great video! Thanks
Is there a way to aply this to round objects ? Or do something similar?
It seems that this only applies to the UV border edge. The border trim line cannot be visually seen anywhere that does not have a UV border edge. If you wanna test it just grab any maya primitve and toss it in unreal. Mayas basic cube for example is UV unwrapped like a cross pattern and the squares do not reach the UV border edge. You put a cube in there from maya and you wont even see this trim line at all except for hardly wherever and UV islands are close to the UV 0-1 space border edge.
You sounds like an AI, but there's some charm in it 😅
its a text to speech
Lerp = Linear Interpolate for people who can't bring it up with the shortcut
Thanks
[SM5] (Node Power) Missing Power Base input
how to apply it and use a opacity mask to turn mesh transparent? my opacity mask on mine is greyed out. I am trying to use it on a hexagon but nothing happens. When i add it to a plane or cube, it works fine. Any idea why?
Only For Boxes!
This doesn't work anymore in UE5, it doesn't align with the standart cube.
just did it, it most certainly does
If I want the cube to have another color and still have shining edges, how would I need to approach this?
You can plug a color into the base color just like any other material
Can you update this for ue5?
does not work on transparent glass please help
This doesn't work when applied to a Geometry brush
Same thing happened to me. i converted brush to static mesh and my box just turns white after appyling material :(
music name? please
awesome
Thanks!
thanks share!
Are you using a voice app? If so what is it called?
This doesn't work on sphere (
Thanks
Thanks:)
cool channel, +1 sub for you
Thanks-!
can this be done in 4.2.4?
We didn't test it on 4.24, but we think it will work fine. Thanks
the result is okay, but the instructions are terrible and that AI voice sucks