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.
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 !
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.
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?
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.
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?
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!
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.
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 ?
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.
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?
@@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...
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!
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).
@@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?
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
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.
You just gave me the answer to an issue which I try to ignore since almost a year now. Thank you!
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.
Dang you beat me to these
@@madchad By one year...
Finally Trips & Tricks returned!
weird timing since masks are so essential now cuz of coronavirus
@They're Distorting Your Rhythm. ?
Exactly what I was looking for thank you!
Really good tutorial! Thank you so much.
Amazing!
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 !
You are doing great job! Cheers
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.
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
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?
Is it possible to use custom depth to render the character on top, instead of rendering it as a solid color?
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.
Why not just utilize pixel depth offset?
@@kinggore5229 I've tried that, It doesn't work
on top of what? Not sure I understand your question.
@@MatthewDoyleArtist I think he meant in front of everything.
What is the other video referencing at the beginning? About G Buffer etc.
Wondering the same
Ditto
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?
th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html
th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html
Great tutorial. Thnx.
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!
nice, we can render with green screen :D
Awesome tip. Thank you ^_^
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.
A note about ue5: custom depth doesn't seem to work with Nanite, unless I'm missing something.
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 ?
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.
Replying so that hopefully this gets bumped. I wonder why no one has replied to this.
th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html
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?
Did you find out?
@@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.
very good
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!
You can also disable temporal AA and use something else like MSAA
@@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...
The “previous tips & tricks”: th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html
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...
Will this work with depth of field or motion blur?? I know custom stencil disregard these settings.
how to hide actors with post process and custom stencil?
can i mask not mesh but part of mesh with material?
Is there a way to use custom depth to render a whole character on top not as a solid color or outlines?
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!
Where can we find the first part that was mentioned in the video?
They uploaded part 2 before part 1. Expect part 1 to be uploaded in the coming weeks.
@@MatthewDoyleArtist Thank you!
Why we can't use only custom deth and use ceil to make mask?
is there a way to cast shadow or reflection in composure back to the video source?
Does this still work in UE5? I'm getting no affect whatsoever when I apply the material to my PP volume.
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).
@@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?
How we deal with the depth of field ? i loosing the blur effect on the edge.
Can someone point how i can create all the other major custom passes like specular and roughness and stuff
have some way the widget put behing using depth?
👍👍👍
RIP Matt Doyle :(
does unreal engine has crypto mattes?
what's the use of depth thing here?
Yaaas 🍜
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
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
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.
But how to outline now?
Yeah, and then you get your custom colour (or texture if you are in real life) tonemapped...
wow unreal engine has masks, I dont know how to wear it tho
doesn't work
Why would you go through all that to delete the mannequin? Just select the mannequin and hit delete on your keyboard.
Looks like it is a new SUPERHOT game
📸 #RawObjectRender 🖼️ #RenderRGBAlpha 🙌🗂️ ⚫⚪ #InversionNodes ♋🔴 #PerfectForCompIsolation 💪
Sova: "Found them"
I am going to make lots of money 💰 😌 🙂