Most times music and intros in tutorials annoy me. But i couldn't help but dance when I heard that banger of a song. I almost forgot that I was watching a tutorial.
Slow to get to this one, but I'm glad I managed to catch it. I've been working on something in my spare time and this immediately helps with an effect I was trying to accomplish. Thank you.
Awesome :) I've been trying to recreate the battle transition from classic Final Fantasy VII in Unreal, and this is perfect to help me figure this out.
For Unity, it looks like this is for HDRP only? The "HD Scene Color" node is not available in URP. Could the "Scene Color" node work just as well, or do you absolutely need that exposure setting? Also, your "Custom Pass Volume" appears to be a custom script, but there's no code given? Where did this custom script come from? Is this part of HDRP by default? I only use URP, so I didn't know if this was something that Unity had built in to the HDRP setup.
This is in fact the HDRP setup. You can add a render feature called "Full Screen Pass Renderer Feature" to your URP asset. Then add the material you created from the shader graph. Did you got it working in URP?
Unity-specific question: At what point or how would we go about downscaling the texture/color buffer output when we're using the blur? Am I naïve to think I can set 'Dynamic Resolution' on my camera and then set Render Scale to 50% in my URP Pipeline Asset?
I appreciate your tutorial immensely. As an alternative to (0.5,0.5) of the centre of the screen, would it be feasible to calculate a point relating to the world position? For instance, if I wish to exhibit the blur as a consequence of the player moving towards the north, and if the player camera is facing the west, perhaps the point should be (2,0.5). Another inquiry concerns blurring. Do you have any suggestion for adding a motion blur effect to ground texture to artificially simulate rapid movement? I employed panner and time to move the texture UV but the outcome is...not satisfactory... P.S: at 5:09, I inadvertently changed this 1 to 100. It has a kind of fascinating ghostly effect. I believe I can utilise it somewhere else.
Great video! I think it would be helpful to expose some of those values in the inspector for the purpose of the demo. This way instead of changing them in the node editor and saving, then going back to look, you can just move a slider and see the effect in real time.
Thanks for your effort all these years. I've learned a lot since I was a rookie! And if by any chance, can I ask for a tutourial of interactive volumetric fog/smoke or it is already in your future plan? Thanks again for those awesome tutourials.
@Ben Cloward One last thing. Would it be okay to use this for a game I am working on? Obviously I will downsample this and add my own weights using the calculator provided in the tutorial and see if there are other things that I can do to make it more my own. I would really like to use this, but I don't want any legal issues, obviously! xD
Question: Say I have this PP Shader and also using a toon outline on selective objects. How do I combine the two? Like the background is blurred and items/characters are sharp and just outlined. I have tried on and off over a month and still no decent results. The background only PP affects the characters no matter what. I've tried bitmasking based on custom stencil and still no good results.
Try reordering the Post Process Materials on your Volume - I found similar struggles with a body cam shader and ended up breaking out my materials into multiple individual ones
what do you think, is it possible to make a shader corresponding to functions like in Vray, e.g. curvetur shader or dirt shader (procedular) BTW I'm your big fan :)
hi,tnx for great tutorials,is it possible to make a video of how to setup SSS shaders in game engine specialy UE5,becuase thats an important shader for characters,tnx
Thanks for your questions, FrazenBros! If you wanted to create a post process effect, but mask out a specific object or objects so it didn't apply to them, you could render out that object separately to a different buffer (as solid white on a black background) and then use that other buffer to mask off the post process effect. But generally, the idea of post-process effects is that they get applied to the whole screen.
Ben actually focuses on shader creation on this channel, but there are other great resources out there if you’d like to learn the new unreal modeling tools. Epics official channel has some nice overviews if you check there
Most times music and intros in tutorials annoy me. But i couldn't help but dance when I heard that banger of a song. I almost forgot that I was watching a tutorial.
I must say, I've been learning much more from material and shaders from you than any other source. Thank you! Thank you!
Slow to get to this one, but I'm glad I managed to catch it. I've been working on something in my spare time and this immediately helps with an effect I was trying to accomplish. Thank you.
You're awesome, Ben! Keep doing what you do. Many thanks! :)
Thank you, friend!!
Awesome :) I've been trying to recreate the battle transition from classic Final Fantasy VII in Unreal, and this is perfect to help me figure this out.
Thanks, It's very useful for me!
Hi thank you for your tutorial I used to fake speed perception
Thank you so much sir
thanks, grate tutorial
For Unity, it looks like this is for HDRP only? The "HD Scene Color" node is not available in URP. Could the "Scene Color" node work just as well, or do you absolutely need that exposure setting? Also, your "Custom Pass Volume" appears to be a custom script, but there's no code given? Where did this custom script come from? Is this part of HDRP by default? I only use URP, so I didn't know if this was something that Unity had built in to the HDRP setup.
This is in fact the HDRP setup. You can add a render feature called "Full Screen Pass Renderer Feature" to your URP asset. Then add the material you created from the shader graph. Did you got it working in URP?
Unity-specific question: At what point or how would we go about downscaling the texture/color buffer output when we're using the blur? Am I naïve to think I can set 'Dynamic Resolution' on my camera and then set Render Scale to 50% in my URP Pipeline Asset?
I appreciate your tutorial immensely.
As an alternative to (0.5,0.5) of the centre of the screen, would it be feasible to calculate a point relating to the world position? For instance, if I wish to exhibit the blur as a consequence of the player moving towards the north, and if the player camera is facing the west, perhaps the point should be (2,0.5).
Another inquiry concerns blurring. Do you have any suggestion for adding a motion blur effect to ground texture to artificially simulate rapid movement? I employed panner and time to move the texture UV but the outcome is...not satisfactory...
P.S: at 5:09, I inadvertently changed this 1 to 100. It has a kind of fascinating ghostly effect. I believe I can utilise it somewhere else.
thanks !!!!
Great video! I think it would be helpful to expose some of those values in the inspector for the purpose of the demo. This way instead of changing them in the node editor and saving, then going back to look, you can just move a slider and see the effect in real time.
Yeah, that's a good point, Diego. Thanks for the suggestion.
How can make it in URP ? Thank you so much!
Thanks for your effort all these years. I've learned a lot since I was a rookie! And if by any chance, can I ask for a tutourial of interactive volumetric fog/smoke or it is already in your future plan? Thanks again for those awesome tutourials.
@Ben Cloward One last thing. Would it be okay to use this for a game I am working on? Obviously I will downsample this and add my own weights using the calculator provided in the tutorial and see if there are other things that I can do to make it more my own. I would really like to use this, but I don't want any legal issues, obviously! xD
Yes, you have my permission to use it in your game.
@@BenCloward I appreciate it man! Thanks :)
Great series as always! Maybe night vision or thermal vision as postprocessing shaders?
Question: Say I have this PP Shader and also using a toon outline on selective objects. How do I combine the two? Like the background is blurred and items/characters are sharp and just outlined. I have tried on and off over a month and still no decent results. The background only PP affects the characters no matter what. I've tried bitmasking based on custom stencil and still no good results.
Try reordering the Post Process Materials on your Volume - I found similar struggles with a body cam shader and ended up breaking out my materials into multiple individual ones
how can i make the center more blurred? in Unreal Engine
Hi!
Where I can find Test Full Screen Write shader?
what do you think, is it possible to make a shader corresponding to functions like in Vray, e.g. curvetur shader or dirt shader (procedular) BTW I'm your big fan :)
hi,tnx for great tutorials,is it possible to make a video of how to setup SSS shaders in game engine specialy UE5,becuase thats an important shader for characters,tnx
Ok, but what about masking object? Like car in a game? Nice tutorial
Thanks for your questions, FrazenBros! If you wanted to create a post process effect, but mask out a specific object or objects so it didn't apply to them, you could render out that object separately to a different buffer (as solid white on a black background) and then use that other buffer to mask off the post process effect. But generally, the idea of post-process effects is that they get applied to the whole screen.
Hi, can I ask you a tutorial on how to build a house or other objects in unreal on your channel? thank you, have a nice day.
Ben actually focuses on shader creation on this channel, but there are other great resources out there if you’d like to learn the new unreal modeling tools. Epics official channel has some nice overviews if you check there
Cool effect) how about create motion blur like in cod mw? Like slowmo blur) i don't know how explain right, but i gues it simple and cool
This what I'm looking for, to create a better motion blur shader than the stock effect
dammit.all its contrlling is either dimming from white to clear
so many node