How to Create Masks With the Custom Depth Buffer | Tips & Tricks | Unreal Engine

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  • เผยแพร่เมื่อ 30 ก.ย. 2024
  • Masking is a technique used to alter specific parts of your final output without affecting the rest of the scene. Unreal Engine's renderer sends many different render targets to the GPU which are put together to create the final image in real time.
    In this Unreal Tips & Tricks video, we'll discuss the Custom Depth Buffer render target used in a Post Process Material, which allows us to quickly mask out any subject.
    For additional help, please see the documentation: docs.unrealeng...

ความคิดเห็น • 91

  • @vegitoblue2187
    @vegitoblue2187 4 ปีที่แล้ว +43

    weird timing since masks are so essential now cuz of coronavirus

    • @vegitoblue2187
      @vegitoblue2187 3 ปีที่แล้ว

      @They're Distorting Your Rhythm. ?

  • @MazePB
    @MazePB 4 ปีที่แล้ว +11

    What is the other video referencing at the beginning? About G Buffer etc.

    • @EscapeCondition
      @EscapeCondition 4 ปีที่แล้ว +1

      Wondering the same

    • @geetee5505
      @geetee5505 4 ปีที่แล้ว

      Ditto

    • @MatthewDoyleArtist
      @MatthewDoyleArtist 4 ปีที่แล้ว

      Looks like they accidentally uploaded "part 2" before "part 1". Part 1 is finished and ready to upload, but I don't know when they will upload it. Next week maybe?

    • @Kafumanto
      @Kafumanto 4 ปีที่แล้ว

      th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html

    • @pixelbender
      @pixelbender 4 ปีที่แล้ว

      th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html

  • @sliceofcheese630
    @sliceofcheese630 4 ปีที่แล้ว +11

    Is it possible to use custom depth to render the character on top, instead of rendering it as a solid color?

    • @arthurramazanov666
      @arthurramazanov666 4 ปีที่แล้ว +2

      I second this question, I've been trying to figure this out for like 2 years. Still haven't figured it out. Would love to know if this is possible as well.

    • @kinggore5229
      @kinggore5229 4 ปีที่แล้ว

      Why not just utilize pixel depth offset?

    • @sliceofcheese630
      @sliceofcheese630 4 ปีที่แล้ว +1

      @@kinggore5229 I've tried that, It doesn't work

    • @MatthewDoyleArtist
      @MatthewDoyleArtist 4 ปีที่แล้ว +2

      on top of what? Not sure I understand your question.

    • @kinggore5229
      @kinggore5229 4 ปีที่แล้ว +2

      @@MatthewDoyleArtist I think he meant in front of everything.

  • @solofilmmaking
    @solofilmmaking 4 ปีที่แล้ว +4

    nice, we can render with green screen :D

  • @Altrue
    @Altrue 4 ปีที่แล้ว +15

    Great video! But here are some nitpicks:
    1- You can use saturate instead of Clamp 0,1
    2- It's very slightly more optimized to invert the A & B on the lerp than to one minus the alpha channel.
    3- It would have been interesting to know what's the tradeoff of using "Before Tonemapper" in the pp material.

    • @madchad
      @madchad 2 ปีที่แล้ว +1

      Dang you beat me to these

    • @Altrue
      @Altrue 2 ปีที่แล้ว +4

      @@madchad By one year...

  • @lacilaci
    @lacilaci 4 ปีที่แล้ว +3

    Nice, can you create a holdout using this method? Have masked object become transparent in output or inverse the effect and have a set of objects rendered in front of transparent background?

  • @DanielScottFilms
    @DanielScottFilms 9 หลายเดือนก่อน

    This has no effect on an ImgMaterialSource sadly. I tried inverting the mask and seems to show the background elements but has no effect on the ImgMaterialSource. Any workarounds for this? I'm trying to color grade a transparent video over my composition.

  • @mlincoln
    @mlincoln 3 ปีที่แล้ว +2

    After Effects user here trying to vet unreal for future workflows- I'm wondering if it is possible to use this technique to create a 'world position matte' which bisects an object, but feathers the transition between solid colors (essentially the depth map as seen at 1:37, but over a shorter and more specific depth). Essentially, I would be using this as a luma matte that would allow me to place a 2d card 'within' a 3D object. IE placing a character plate inside a spacecraft which registers to objectID as a single solid, or placing footage of an explosion 'within' that spacecraft such that the 2D plate appears to have depth/volume (hence the importance of the feathering). Thanks!

  • @samgielen
    @samgielen 3 ปีที่แล้ว +2

    How could I render that mask as an alpha channel instead of a color? I want to use this technique to create an occlusion object in Virtual Production, which is running realtime, so Luma Matte usage isn't possible, I really need the mask to render as an alpha channel. How would I go about creating that?

    • @kenalpha3
      @kenalpha3 2 ปีที่แล้ว

      Did you find out?

    • @samgielen
      @samgielen 2 ปีที่แล้ว

      @@kenalpha3 Not exactly this specific thing, no. But I was trying to do it the wrong way. For this purpose I now just use a boxmask3D in my materials.

  • @DanMcLaughlin
    @DanMcLaughlin 4 ปีที่แล้ว +2

    Great tutorial, keep the tips and tricks coming. However the video references a part 1 which I don't see in the Tips and Tricks Playlist, and it's not linked in the description.

    • @r6scrubs126
      @r6scrubs126 3 ปีที่แล้ว +2

      FWIW this is part 1 (even though it has the exact same title, its a different video) th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html

  • @MaxfieldArtwork
    @MaxfieldArtwork 3 ปีที่แล้ว +1

    A note about ue5: custom depth doesn't seem to work with Nanite, unless I'm missing something.

  • @JohnSmith-rn3vl
    @JohnSmith-rn3vl 4 ปีที่แล้ว +1

    Awesome ... and as a fellow developer good luck kicking Apple and Googles backsides. Netflix found a way around the 30% cut they take. I hope Epic does too. And maybe some time in the future smaller indie app developers like me will too. 30% is TOO MUCH !

  • @SeanMaxhell
    @SeanMaxhell 3 ปีที่แล้ว +2

    What if I need two different post process material at the same time on two different object?
    Example, i want an object outlined in blue and the other in red. I'm stuck on this.

    • @lrl64
      @lrl64 3 ปีที่แล้ว +1

      Replying so that hopefully this gets bumped. I wonder why no one has replied to this.

    • @jac4026
      @jac4026 3 ปีที่แล้ว

      th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html

  • @Demnus
    @Demnus 4 ปีที่แล้ว +2

    How to make it not to jitter but having it on top of post processing? I need it not to be colorcorrected and not to bloom e.t.c!

    • @MatthewDoyleArtist
      @MatthewDoyleArtist 4 ปีที่แล้ว

      You can also disable temporal AA and use something else like MSAA

    • @Demnus
      @Demnus 4 ปีที่แล้ว

      @@MatthewDoyleArtist Unfortunately it doeen't give good enough results. It's eather way to slow, or looks bad. Not like TAA is perfect, but at least...

  • @waltage
    @waltage 4 ปีที่แล้ว +1

    can i mask not mesh but part of mesh with material?

  • @Kafumanto
    @Kafumanto 4 ปีที่แล้ว

    The “previous tips & tricks”: th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html

  • @android0552
    @android0552 4 หลายเดือนก่อน

    how to hide actors with post process and custom stencil?

  • @andreiblackfish1185
    @andreiblackfish1185 9 หลายเดือนก่อน

    I dont quite understand how it works if the Scene depth have gray scale values between 0 and 1 and the Custom depth has a pretty much fixed value.. so how come subtracting one from another gives you this perfect black and white mask ?

  • @Projeviz
    @Projeviz 4 ปีที่แล้ว +1

    Where can we find the first part that was mentioned in the video?

    • @MatthewDoyleArtist
      @MatthewDoyleArtist 4 ปีที่แล้ว +1

      They uploaded part 2 before part 1. Expect part 1 to be uploaded in the coming weeks.

    • @Projeviz
      @Projeviz 4 ปีที่แล้ว

      @@MatthewDoyleArtist Thank you!

  • @BestemmieDraconiche
    @BestemmieDraconiche หลายเดือนก่อน

    Amazing!

  • @arthurramazanov666
    @arthurramazanov666 4 ปีที่แล้ว +5

    Is there a way to use custom depth to render a whole character on top not as a solid color or outlines?

    • @liepins444
      @liepins444 4 ปีที่แล้ว +1

      The Scene Capture Actor in the modes panel allows you to render actors selectively. This will actively render the selected actors to a render target you've specified in the content browser (you'll need to create one if it doesn't automatically). Once you have this image you can place it in a material like any texture sample. You can use this to place it over the background as a post process effect just like in this tutorial. Keep in mind there is a performance cost to rendering a separate camera per frame and that you will have a one frame offset as the scene cant render to itself on the same cpu cycle. Good Luck!

  • @mistercokes
    @mistercokes 4 ปีที่แล้ว +1

    You just gave me the answer to an issue which I try to ignore since almost a year now. Thank you!

  • @harshitpenamata2682
    @harshitpenamata2682 2 ปีที่แล้ว

    Can someone point how i can create all the other major custom passes like specular and roughness and stuff

  • @raphaelporto4989
    @raphaelporto4989 4 ปีที่แล้ว

    have some way the widget put behing using depth?

  • @vito0719
    @vito0719 4 ปีที่แล้ว

    Yeah, and then you get your custom colour (or texture if you are in real life) tonemapped...

  • @АндрейВладимирович-с3ш
    @АндрейВладимирович-с3ш 3 ปีที่แล้ว

    Why we can't use only custom deth and use ceil to make mask?

  • @travelprint
    @travelprint 4 ปีที่แล้ว

    📸 #RawObjectRender 🖼️ #RenderRGBAlpha 🙌🗂️ ⚫⚪ #InversionNodes ♋🔴 #PerfectForCompIsolation 💪

  • @benz.1730
    @benz.1730 3 ปีที่แล้ว

    Thanks! But when I have now got a mask, how can I use it to take something out from the PPV process? This part is missing in the tutorial...

  • @Ledishka02
    @Ledishka02 9 หลายเดือนก่อน

    doesn't work

  • @johnvpaite
    @johnvpaite 4 ปีที่แล้ว

    Will this work with depth of field or motion blur?? I know custom stencil disregard these settings.

  • @dubtube6691
    @dubtube6691 4 ปีที่แล้ว

    does unreal engine has crypto mattes?

  • @CaptainSnackbar
    @CaptainSnackbar 3 ปีที่แล้ว

    is there a way to cast shadow or reflection in composure back to the video source?

  • @raisgamesnz325
    @raisgamesnz325 ปีที่แล้ว

    Really good tutorial! Thank you so much.

  • @onestepsolutions
    @onestepsolutions 4 ปีที่แล้ว

    How we deal with the depth of field ? i loosing the blur effect on the edge.

  • @darrellhaemer
    @darrellhaemer 2 ปีที่แล้ว

    Does this still work in UE5? I'm getting no affect whatsoever when I apply the material to my PP volume.

    • @darrellhaemer
      @darrellhaemer 2 ปีที่แล้ว

      After some testing in a fresh basic scene, it seems this method only works if you have the Render CustomDepth Mask for the static mesh UNticked instead of ticked (weird?). Also, exposure has to be locked manually or it will adjust to the masking. Very odd. Would love to hear if anyone has used this in UE5 (lumen).

    • @thepolishdane
      @thepolishdane 2 ปีที่แล้ว

      @@darrellhaemer Hey!, mine shows nothing as well. But it changes nothing for me to enable or disable the customdepth pass on the mesh. Any other ideas?

  • @panzerofthelake4460
    @panzerofthelake4460 4 ปีที่แล้ว

    what's the use of depth thing here?

  • @potatoxel7800
    @potatoxel7800 4 ปีที่แล้ว

    wow unreal engine has masks, I dont know how to wear it tho

  • @willpace9556
    @willpace9556 2 ปีที่แล้ว

    Exactly what I was looking for thank you!

  • @seanspitzer5537
    @seanspitzer5537 2 ปีที่แล้ว

    RIP Matt Doyle :(

  • @Kafumanto
    @Kafumanto 4 ปีที่แล้ว

    Finally Trips & Tricks returned!

  • @Silpheedx
    @Silpheedx 4 ปีที่แล้ว

    Awesome tip. Thank you ^_^

  • @Disorrder
    @Disorrder 3 ปีที่แล้ว

    But how to outline now?

  • @neongreggyyt1115
    @neongreggyyt1115 4 ปีที่แล้ว

    Can You do wall run tutorial?
    I am working on a game and having troubles with the other tutorials
    Please do it,I beg you

    • @Josuemaga
      @Josuemaga 4 ปีที่แล้ว

      Lol, there's some easy one on TH-cam by Matthew. Don't remember his full name but he recreates game mechanics and he did an episode on wall running
      th-cam.com/video/OpoTTJQOADU/w-d-xo.html

    • @kenalpha3
      @kenalpha3 2 ปีที่แล้ว

      Are you still there? On the Unreal Marketplace, someone gave a free "Ninja" addon, which gives settings to walk/jump onto a slope or sphere, and change the camera view and gravity to that. I think it does simpler effects like just walk on walls.

  • @gameblast5696
    @gameblast5696 4 ปีที่แล้ว

    Yaaas 🍜

  • @jayeshbaviskar9251
    @jayeshbaviskar9251 4 ปีที่แล้ว

    You are doing great job! Cheers

  • @mpowers10000
    @mpowers10000 3 ปีที่แล้ว

    Great tutorial. Thnx.

  • @stormolflak
    @stormolflak ปีที่แล้ว

    👍👍👍

  • @emulacionyvideojuegosyt9469
    @emulacionyvideojuegosyt9469 4 ปีที่แล้ว

    very good

  • @abckids3476
    @abckids3476 4 ปีที่แล้ว

    Why would you go through all that to delete the mannequin? Just select the mannequin and hit delete on your keyboard.

  • @Jacob_64
    @Jacob_64 4 ปีที่แล้ว

    Looks like it is a new SUPERHOT game

  • @jadrianmc3420
    @jadrianmc3420 4 ปีที่แล้ว

    Sova: "Found them"

  • @mybeautifulcat7011
    @mybeautifulcat7011 4 ปีที่แล้ว +1

    I am going to make lots of money 💰 😌 🙂