Sine you specifically call out 5.1 I would recommend looking into using the new Overlay Material feature built in, it will have to draw the mesh twice but using the draw distance setting helps negate that performance impact abit and it should be lower impact than post processing method
That is an interesting bug, I am sure we could figure it out but I would need more information on what you have, if you are keen to fix it jump on the discord and @suits in the #support channel.
You use the CustomDepthStencil value, similar to how I do it in the video for adding different Colors to this outline. Each effect would just need to be a on different Stencil channel/value.
Great tutorial! Thank you for the follow up video as well. May I ask how do you improve the AA for the outline? I've tried adjusting in the project settings and also have the second component mask set to Green but the outline still isn't smooth.
You probably need to change the blend to 'Before Translucency'. On the material result node find a setting called Blendable Location and set that. Should be a drop down with various settings one being 'Before Translucency'. Hope that sorts it for you.
@@rogueentitydev It works perfect! I set it as either Before Translucency or Before Tonemapping. Both gave different results but nevertheless I've got what I wanted. Thanks!
Great tutorial, I love the outlines! Sorry if this might be a question that has been answered, but would there be any solution to make the outlines not visible through walls for example? I know I have to work with SceneTexture: SceneDepth, but I seem to be unable to make it work :/ Thanks!
I have a video for setting the color for the outline on my list to do next, I will include this fix, but I am pretty sure you just need to subtract the scenedepth from your customdepth either running it through several nodes like I had the custom depth or setup an IF node to not render it when its not 'on top'. If you need a hand prior to the vid @ me on my discord in the support channel and can work out a solution.
I am trying to outline a transparent object but every resource I can find on creating an outline does not work. Is there anything you would change in the material so it works on a static mesh with a transparent material?
Just off the top of my head there is a SceneTexture: Scene Depth node, you could try subtracting your result from that, might limit it, but otherwise I am not sure on that one sorry. I have a video on overlays coming which might be better for your case.
I don't understand why you take the ViewSize, clamp it to 1-2 and then multiply with the LineWidth (ViewSize will be something like 1920,1080 so the clamp will always be 2) Something I'm missing?
Not missing anything, think it was just how I remapped the value back then, you could use a remap node if you wanted to adjust the outline for different resolutions.
esta bueno pero tiene un problema, si ya estas ocupando el custom depth con otro efecto, este te hace un outline encima de lo que tenga ese efecto, lo cual es terriblemente feo, sirve si no vas a ocupar otro efecto.
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.
For some bizzare reason my outlines don't outline the actual object but just half of the object. Followed this to the letter and I have no clue what went wrong.
Is it possible to animate this in Sequencer? Additionally, could you guide me on creating a pulse-like fade in and out effect with volume processing? I attempted to utilize the keyframe Blend Weight from 1 to 0, but it didn't yield the desired result. I'm struggling to achieve the fade effect using this method by volume proccess inside the sequencer."
You probably want to add a time node to achieve a pulse effect. I believe I do this in the Move Marker material tutorial if you want to check that out and extract the pulse part. For animating you want to do it with material parameters I think. Adding what effect you need that way.
Great video, thanks for sharing really appreciate ! Here is the question 🤔 how can i make this outline material flashing while aiming to an actor with line trace ? Any suggestion or quick video tutorial on your free time would be amazing, thanks in advance 😌
You just need to code it into the material and use a material parameter to enable/disable it which would be easy done if you get the reference to the material from the line trace. My next video (if I can find the time atm!) has an overlay material you could probably use with this effect, I might expand it to show how to do the param interaction actually. If you can't wait for it jump on Discord (link in vid desc) and I can help you out there.
You need to check if your SceneDepth > CustomDepth. If you run it through a if node connecting SceneDepth to A, CustomDepth to B, PostProcessInput to AB should fix the seeing through all objects. Any issues ping me on Discord and I will send a pic of a setup.
Thank you. Is there a way to get the outline of a transparent object? I apply this to a transparent/translucent object and the effect stops working. Also is there a way to apply this to a 0% opacity material object?
For 0% opacity I am pretty sure it wont work for anything less than 33%. For translucent objects try setting on material 'Allow Custom Depth Writes' to true. Not 100% that will work but worth a shot, don't have anything to test that on right now.
If you setup the material with the method shown in the colors tutorial this should solve your issue. th-cam.com/video/plMGQI5N1Co/w-d-xo.htmlsi=E3fdb6DVA9RdPYHR
When i create a new material I am not able to extend the “new material” window in the event graph, I just see the name, but not “base color” “metalic” “specular”….pls help😵
hmm that sounds odd, you are referring to the New Material Node yeah. If you click on it is the Material Domain, Blend Mode and Shading Model settings all set in the Details panel? Those settings will control what is displayed on the node itself. If you can join the Discord be happy to help further, can at least show use some screenshots then.
@@rogueentitydev yes it works - wondering if there's a way to control the thickness for objects far away because it seems everything in the scene is the same line thickness. did see a different longer tutorial but will only have time tmr to try it out if that works.
Got this working, if you add a custom depth node, divide color output by 1024 (or some distance value), divide that by line width, and plug it into where the current line width is should work right. If you want a pic of it ping me on discord.
I guess that will depend on the fog of war implementation. Although I plan to implement it I have not done it before so I could not say. Potentially the new method in 5.1 for outlines might help with this issue as it does not use the post process method.
@@rogueentitydev the new stroke method does not only outline the edges, but also outline all the bulges of misha (it does not look like when post-processing)
But why the keyboard shortcut? You don't even say at one point which shortcut are you using. This is a problem for people who are not practical with materials. This is a common error you all do when you make tutorials. Going at speed 10x, and presuming that people knows already well something. The only possible outcome that could happen: After spending a lot of time, this doesn't work. Going for the next guy tutorial. Thanks for making me lose an hour.
Not every tutorial can be aimed at the beginner level I'm afraid, did my best to mention what shortcuts I was using. I think you have the right method going though, keep doing tutorials from different places and things will come together. Good luck!
If this is 10x speed for you then i shudder to think how you can flip pages in a book- it must be insanely disorienting. He was very slow paced throughout, nevermind explaining every step of the way, and keyboard shortcuts can be looked up with a quick google search. Noticing (correctly) that most creators use them should tell you that you need to familiarize yourself with them as well.
TH-camrs do that to help us, in my opinion, we should be gratefull and if we don't like the way they explain stuff then look somewhere else. But eventually you will have to learn all the shortcuts.
Sine you specifically call out 5.1 I would recommend looking into using the new Overlay Material feature built in, it will have to draw the mesh twice but using the draw distance setting helps negate that performance impact abit and it should be lower impact than post processing method
I did not know abou that, thanks for the heads up I will check it out.
Great tutorial mate, loved it.
Thank you very much, the lesson was very helpful
Thanks, great tutorial
Very nice and very helpfull. Thank You!
It worked on my spline meshes thanks !
great tutoriel , Thank U so much
Perfect !
Thx for this tutorial!)
Try showing the outline on a non-chamfered mesh please
works very well thanks
what shortcut did you use to get the 0 node at 5:50 ?
Hold '1' on keyboard and click.
For some reason.The whole screen turn red or wahat ever color I choose.The outline doesn't work.UE5.1
That is an interesting bug, I am sure we could figure it out but I would need more information on what you have, if you are keen to fix it jump on the discord and @suits in the #support channel.
Thanks
If you have multiple postprocessing effect that require you to turn on customdepth pass, is there a way to choose which effect to turn on or off?
You use the CustomDepthStencil value, similar to how I do it in the video for adding different Colors to this outline. Each effect would just need to be a on different Stencil channel/value.
Hi, why can't I get this gradient in preview? 7:04
I am not sure, but I dont think that will be a reliable thing for whether or not the material is working or not, I would not worry about that.
Great tutorial! Thank you for the follow up video as well. May I ask how do you improve the AA for the outline? I've tried adjusting in the project settings and also have the second component mask set to Green but the outline still isn't smooth.
You probably need to change the blend to 'Before Translucency'. On the material result node find a setting called Blendable Location and set that. Should be a drop down with various settings one being 'Before Translucency'. Hope that sorts it for you.
@@rogueentitydev It works perfect! I set it as either Before Translucency or Before Tonemapping. Both gave different results but nevertheless I've got what I wanted. Thanks!
Is it possible to prevent it from appearing on top of everything else? I know that’s a consequence of utilizing depth
Yeah, I believe it's covered in the color addition to this material
Great tutorial, I love the outlines!
Sorry if this might be a question that has been answered, but would there be any solution to make the outlines not visible through walls for example? I know I have to work with SceneTexture: SceneDepth, but I seem to be unable to make it work :/ Thanks!
i need this too
I have a video for setting the color for the outline on my list to do next, I will include this fix, but I am pretty sure you just need to subtract the scenedepth from your customdepth either running it through several nodes like I had the custom depth or setup an IF node to not render it when its not 'on top'. If you need a hand prior to the vid @ me on my discord in the support channel and can work out a solution.
I know I’m a year out but here’s a better description of his solution:
if node:
A
I am trying to outline a transparent object but every resource I can find on creating an outline does not work.
Is there anything you would change in the material so it works on a static mesh with a transparent material?
Transparency is covered in the Color video
th-cam.com/video/plMGQI5N1Co/w-d-xo.html
It is also see through my character. Do you have an idea for a solution? İt is nice to see it from behind the walls but not from my character
Just off the top of my head there is a SceneTexture: Scene Depth node, you could try subtracting your result from that, might limit it, but otherwise I am not sure on that one sorry. I have a video on overlays coming which might be better for your case.
I don't understand why you take the ViewSize, clamp it to 1-2 and then multiply with the LineWidth (ViewSize will be something like 1920,1080 so the clamp will always be 2)
Something I'm missing?
Not missing anything, think it was just how I remapped the value back then, you could use a remap node if you wanted to adjust the outline for different resolutions.
esta bueno pero tiene un problema, si ya estas ocupando el custom depth con otro efecto, este te hace un outline encima de lo que tenga ese efecto, lo cual es terriblemente feo, sirve si no vas a ocupar otro efecto.
you could just turn the outline off if you dont want to outline?
Maybe try the overlay for your outline if there is a conflict
Thankyou for your video, it seems a little problem to me. If i run a tps character in game, the outliner will show in front of the character
If you want to show whats happening on Discord can help you out.
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.
hmm thats odd, is the Material Domain set to Post Process?
what's the prupose of separating the highlight color, makefloat4, then multiply? you are overly complicating stuff with no need
Well I don't know about overly complicating but unrequired, yeah
For some bizzare reason my outlines don't outline the actual object but just half of the object. Followed this to the letter and I have no clue what went wrong.
If you want to throw a screenshot of your material in the support channel on discord I am sure we could figure it out.
@@rogueentitydev Thank you!
Is it possible to animate this in Sequencer? Additionally, could you guide me on creating a pulse-like fade in and out effect with volume processing? I attempted to utilize the keyframe Blend Weight from 1 to 0, but it didn't yield the desired result. I'm struggling to achieve the fade effect using this method by volume proccess inside the sequencer."
You probably want to add a time node to achieve a pulse effect. I believe I do this in the Move Marker material tutorial if you want to check that out and extract the pulse part. For animating you want to do it with material parameters I think. Adding what effect you need that way.
Great video, thanks for sharing really appreciate !
Here is the question 🤔 how can i make this outline material flashing while aiming to an actor with line trace ?
Any suggestion or quick video tutorial on your free time would be amazing, thanks in advance 😌
You just need to code it into the material and use a material parameter to enable/disable it which would be easy done if you get the reference to the material from the line trace. My next video (if I can find the time atm!) has an overlay material you could probably use with this effect, I might expand it to show how to do the param interaction actually. If you can't wait for it jump on Discord (link in vid desc) and I can help you out there.
what can i add to remove the outliner view across the walls?
You need to check if your SceneDepth > CustomDepth. If you run it through a if node connecting SceneDepth to A, CustomDepth to B, PostProcessInput to AB should fix the seeing through all objects. Any issues ping me on Discord and I will send a pic of a setup.
Thank you. Is there a way to get the outline of a transparent object? I apply this to a transparent/translucent object and the effect stops working. Also is there a way to apply this to a 0% opacity material object?
For 0% opacity I am pretty sure it wont work for anything less than 33%. For translucent objects try setting on material 'Allow Custom Depth Writes' to true. Not 100% that will work but worth a shot, don't have anything to test that on right now.
33% is just the default, there is a setting 'Opacity Mask Clip Value' , set that to 0 should be right for opacity 0 objects.
th-cam.com/video/XAIcZLwjdJI/w-d-xo.html
For some reason it outlines my player too?? How do i fix this
Turn off Render CustomDepth Pass on the player?
Is this feature available even if Mobile HDR is turned off?
I have no experience with Mobile development sorry. If you can do Post Processing pass without it should be fine.
Is there a way to make where you cant see the outline behind walls?
If you setup the material with the method shown in the colors tutorial this should solve your issue.
th-cam.com/video/plMGQI5N1Co/w-d-xo.htmlsi=E3fdb6DVA9RdPYHR
If you dont need the different colors just skip that part.
When i create a new material I am not able to extend the “new material” window in the event graph, I just see the name, but not “base color” “metalic” “specular”….pls help😵
hmm that sounds odd, you are referring to the New Material Node yeah. If you click on it is the Material Domain, Blend Mode and Shading Model settings all set in the Details panel? Those settings will control what is displayed on the node itself.
If you can join the Discord be happy to help further, can at least show use some screenshots then.
does not work on transparent glass please help
Are you using a post process material to make the glass transparent?
Going to be slow help through comments, if you are still stuck on this jump on the discord, link in the video description or top of the TH-cam page.
Transparency Setup
th-cam.com/video/plMGQI5N1Co/w-d-xo.html
Follow up tutorials: th-cam.com/video/XAIcZLwjdJI/w-d-xo.html
does this work if i want to do black outlines similar to toon shaders but just a different way?
Yeah, you can do any color, see the follow up vid on setting separate colors for separate instances also.
@@rogueentitydev yes it works - wondering if there's a way to control the thickness for objects far away because it seems everything in the scene is the same line thickness. did see a different longer tutorial but will only have time tmr to try it out if that works.
@@jegantdragoch.7088 could def control that, if i get some time I will look into it
@@rogueentitydev thank you thank you
Got this working, if you add a custom depth node, divide color output by 1024 (or some distance value), divide that by line width, and plug it into where the current line width is should work right. If you want a pic of it ping me on discord.
won't this intersect with the fog of war in the future?
I guess that will depend on the fog of war implementation. Although I plan to implement it I have not done it before so I could not say. Potentially the new method in 5.1 for outlines might help with this issue as it does not use the post process method.
@@rogueentitydev the new stroke method does not only outline the edges, but also outline all the bulges of misha (it does not look like when post-processing)
will this work in VR?
Not tested but I cant really see why not.
VALEU
what's with every single video about outlines on youtube, that people just can't seem to get rid of the jagged, aliased edges? FFS
You can remove the jagged edges with a setting in the material.
But why the keyboard shortcut? You don't even say at one point which shortcut are you using. This is a problem for people who are not practical with materials. This is a common error you all do when you make tutorials. Going at speed 10x, and presuming that people knows already well something. The only possible outcome that could happen: After spending a lot of time, this doesn't work. Going for the next guy tutorial. Thanks for making me lose an hour.
Not every tutorial can be aimed at the beginner level I'm afraid, did my best to mention what shortcuts I was using. I think you have the right method going though, keep doing tutorials from different places and things will come together. Good luck!
If this is 10x speed for you then i shudder to think how you can flip pages in a book- it must be insanely disorienting. He was very slow paced throughout, nevermind explaining every step of the way, and keyboard shortcuts can be looked up with a quick google search. Noticing (correctly) that most creators use them should tell you that you need to familiarize yourself with them as well.
TH-camrs do that to help us, in my opinion, we should be gratefull and if we don't like the way they explain stuff then look somewhere else. But eventually you will have to learn all the shortcuts.
he only uses s shortcut and 1 shortcut
thank you very much for this tutorial is very helpful loved it
thanks