Unreal Engine 5 Dissolve Mesh Tutorial

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  • เผยแพร่เมื่อ 2 มิ.ย. 2024
  • Project Files: / mesh-dissolve-79848177
    Forum Post : forums.unrealengine.com/t/rot...
    How to Dissolve a Mesh Using Signed Distance Fields in Unreal Engine 5
    In this video, I will show you how to dissolve a mesh using any static mesh or a box mask. This is an upgrade to my older tutorial, but this one I have added the ability to rotate the box mask and also use any mesh using Signed Distance Fields in Unreal Engine 5 Material.
    What you will need:
    Unreal Engine 5
    A static mesh or a box mask
    A material that uses Signed Distance Fields
    Steps:
    Import your static mesh or box mask into Unreal Engine 5.
    Create a new material and add a Signed Distance Field node.
    Set the mesh or box mask as the input for the Signed Distance Field node.
    Set the dissolve threshold as desired.
    Apply the material to your mesh or box mask.
    Result:
    Your mesh or box mask will dissolve according to the dissolve threshold you set. You can also rotate the box mask by adjusting the rotation values in the material.
    Tips:
    You can use any mesh or box mask for this effect.
    You can adjust the dissolve threshold to control how much the mesh or box mask dissolves.
    You can rotate the box mask to control the direction of the dissolve.
    I hope this tutorial was helpful. Please let me know if you have any questions.
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ความคิดเห็น • 103

  • @ryh.6984
    @ryh.6984 ปีที่แล้ว +3

    great job man! love your videos... its like learning a new bag of tricks everytime!

  • @JayGee1
    @JayGee1 หลายเดือนก่อน

    Cool effect 👍Will definitely try this

  • @flyingroads3498
    @flyingroads3498 6 หลายเดือนก่อน

    I love that. I use the same material and what I know and create another material. ❤

  • @ermperson
    @ermperson ปีที่แล้ว

    Cool idea at the end of the video to limit the influence of the sdf to a cube. Thanks

  • @kylejames5926
    @kylejames5926 6 หลายเดือนก่อน

    You are simply amazing, works like charm thankyou 🎉

    • @UnrealCG
      @UnrealCG  5 หลายเดือนก่อน

      Thanks

  • @lucienbrandt111
    @lucienbrandt111 7 หลายเดือนก่อน

    Soooooo cool..man I've been trying to do this forever

  • @virtualworx
    @virtualworx ปีที่แล้ว

    Great tutorial!
    Maybe you can help me with a question.
    Im looking for a similiar effect like this for a translucent water material, is there a way to achieve this?
    I have seen that effect in the game scarf and im questioning myself how they achieved this effect.

  • @user-tc7io2tu3m
    @user-tc7io2tu3m 6 หลายเดือนก่อน +2

    Great job! I'm searching for this type of shader for a house-building game. I need to install windows in my walls, so this seems like a suitable solution. However, I'm currently limited to placing only one window on each wall. What method should I use to overcome this limitation ?

  • @erikvarga4367
    @erikvarga4367 6 วันที่ผ่านมา +1

    For whom the cutout around the masking mesh doesn't happen: (I am in UE 5.4)
    In the Material after the ParameterCollection node you need to put a ComponentMask and tick RGB

  • @rlb1968able
    @rlb1968able ปีที่แล้ว +1

    Can you do the same thing with water to create a pocket of air? And if possible is there a way that we could select certain objects we want to remain in the zone?

  • @Greenman4890
    @Greenman4890 ปีที่แล้ว +1

    very cool effect

  • @bobpouliotte6639
    @bobpouliotte6639 ปีที่แล้ว

    @26:49 when you turn off "Affect Distance Field Lighting", the cylinder almost glow in the dark. When I replicate this, mine is only regular white. But me scene is having some light (the basic SunSky asset (actually, all the light that come when you do a simulation template scene) Would you know why ?
    (I know that it's hard without the actual scene and project setting, but you might have an answer maybe..)

  • @ollybalboa848
    @ollybalboa848 11 หลายเดือนก่อน +1

    Thanks for the good tutorial.
    Is there a way to do it with a SplineMesh?

  • @doubybear6018
    @doubybear6018 7 หลายเดือนก่อน +1

    Good idea. But the visual effect is not so exact. Is there any way to achieve an exact one.

  • @RancorousGames
    @RancorousGames 4 หลายเดือนก่อน +1

    If you like me have trouble getting an actual glow, go into the color options for emissive and change the V value to something high like 500
    Also if you have an issue with the capsule disappearing after adding rotation, try restarting editor
    generally I had several steps that didn't initially work and I had to retrace steps, recompile things, move them etc but eventually got it to work
    Another trick i realized was that if you set the box data bounds to -100 in each direction then material previews will not have oppacity so previews in editor work properly

  • @PavelLevin-zl8yd
    @PavelLevin-zl8yd 5 วันที่ผ่านมา

    Great video, thank you very much! I am trying now to animate the position of the blueprint but the cube component can't be exposed to cinematic. May be you now how to fix this issue? Thanks in advance

  • @Sworn973
    @Sworn973 2 วันที่ผ่านมา

    Would this work to make a hole trough the landscape? So we don't have to manually apply opacity mask to any building we wanto to have a underground passage, but the landscape just pass right trough the building

  • @azagalplay5249
    @azagalplay5249 2 หลายเดือนก่อน

    How do you make it so the cutout shape is exactly around the dissolver's edges ?

  • @dongli8148
    @dongli8148 3 หลายเดือนก่อน

    Hello, I learned a lot from watching your tutorial, but I want to know, when I cut the model, only the displacement will be effective, scaling did not work, I watched your video many times, but did not find the problem, maybe you know the problem Thank you

  • @sayayuuki127
    @sayayuuki127 ปีที่แล้ว

    Nice work! I was wondering if you know how to make an ink art effect. I would love to see a tutorial on that!

  • @AbhishekSaxena-pj7xf
    @AbhishekSaxena-pj7xf 9 หลายเดือนก่อน

    is there a way to cap the masked area?

  • @TunedFM
    @TunedFM 6 หลายเดือนก่อน

    When I turn off “Affect distance field lighting” of the cube it doesn’t change anything

  • @pickphilips8271
    @pickphilips8271 7 หลายเดือนก่อน +1

    Would this guide work in ue4?

  • @UnrealCG
    @UnrealCG  ปีที่แล้ว +11

    Hey, So if you are having issues with this when playing, Connect everything from the construction script to begin play or an event that works during run time.
    Also if you are having issues with the mesh close to the box dissolving the mesh. You can set the edge fall of to 1. If the edge fall of is bigger value.
    Then the area of the box will be larger than what is shown. Since the values kind of blur together.
    Download the project files and help support the channel thanks.
    Link: www.patreon.com/posts/mesh-dissolve-79848177

    • @Peleias
      @Peleias ปีที่แล้ว +1

      Never see a tutorial talking in use in runtime, for example, in the sequencer. Could you make a tutorial about it?

    • @boediparker8364
      @boediparker8364 ปีที่แล้ว

      @@Peleias If you want to run the construction script in the sequencer you can enable it in the blueprint class settings; 'Run Construction Script In Sequencer' is an option under blueprint options.

    • @bluewavesoverfuji
      @bluewavesoverfuji 11 หลายเดือนก่อน

      @@boediparker8364 I wish it was that simple! Somehow there is more involved than this.. I watched on video where they add the BP_actor and the material to the level BP. I wonder is that needed?

    • @markguilard
      @markguilard 9 หลายเดือนก่อน +4

      sorry but it doesn't work in play mode why?? i tried to copy everything in run mode but nothing, the object don't be cutted in play. please help me

    • @shady0808
      @shady0808 7 หลายเดือนก่อน +1

      Got the same issue!@@markguilard

  • @DavidAllenFarrell
    @DavidAllenFarrell หลายเดือนก่อน

    Thank you so much for this video. Is there a way to make the mask the exact size and shape of the meshes we bring in (ex: the cone, the box, the sphere, etc). With a box, for example, the edges are all curved. And so, my mask isn't creating a perfect "cut-out".
    Any ideas?

    • @UnrealCG
      @UnrealCG  หลายเดือนก่อน

      Try changing the edge hardness

  • @JasonKingMonkey
    @JasonKingMonkey 15 วันที่ผ่านมา

    Can't get this to work. Followed the steps but it never dissolves the pill at that first step

  • @user-gw6eu5ry4n
    @user-gw6eu5ry4n 2 หลายเดือนก่อน

    Hello, how can I put multiple actors like this on a house to cut?

  • @jennymcelligott3835
    @jennymcelligott3835 8 หลายเดือนก่อน +2

    So how do we render with this effect in sequencer? I can't get it to work.

    • @shermanwellons
      @shermanwellons 3 หลายเดือนก่อน

      I having the same issue, please share if you find an answer. Thanks.

  • @fran.fndz.techart
    @fran.fndz.techart 8 หลายเดือนก่อน

    cool. sad that in my project the programmer turn of distance field for performance...have to stuck with primitive shapes

  • @Dafnstory
    @Dafnstory 10 หลายเดือนก่อน

    I can get the material working, but not the intersecting bp box.

  • @ADK___
    @ADK___ หลายเดือนก่อน +1

    Hey! I bought this and how do I select and Object that should be dissolved?
    Like the house in the beginning? Putting the M_BoxMask_D and the other ones onto an objects removed all the colors and simply makes it black or gray

    • @UnrealCG
      @UnrealCG  หลายเดือนก่อน

      So if you have a house, I assume. You have a parent material and bunch of instance that you have different parameters and texture with.
      So in this case you add the dissolve effect to the parent and all the instance will automatically have the dissolve effect applied.
      If you have separate material for each slot and not instance, This not a very optimal way to have material inside unreal engine.
      Since that will add a lot of draw calls.
      And if you have much of very different material. Then you will have to add the dissolve nodes to all of them.
      But I suggest you create all the material for a house from one parent and have child instance. Only place this won't work is for glass. So other than that all other material can be filled with one parent and it's instances.
      th-cam.com/video/qus9WjHX4_4/w-d-xo.html

    • @ADK___
      @ADK___ หลายเดือนก่อน

      @@UnrealCG I have many different master materials in this one. There is really no other way to do this?
      If not I'll make sure to use more material instances in the next project. Thank you very much !

  • @bradf4303
    @bradf4303 10 หลายเดือนก่อน +1

    Great video, really helpful. I'm trying to do this with a translucent material and can't copy over the material effects in the same way. Anyone know a fix for this?

    • @veithnurtsch1069
      @veithnurtsch1069 8 หลายเดือนก่อน

      have you solved this?

    • @bradf4303
      @bradf4303 8 หลายเดือนก่อน

      @@veithnurtsch1069 not really solved it. I just found another way of achieving the effect i wanted. I got the material to change colour and spawned a niagara there that made it look like a forcefield was being hit. Worked for what I needed.

  • @MarcoCapelli74
    @MarcoCapelli74 5 หลายเดือนก่อน

    Very informative. Thank you! But, do you have any idea why it doesn't work in play mode? In editor mode it works, i can "cut" the meshes without any problem. But when i hit play, the dissolver blueprint doesn't work. No "cuts" are visible.

    • @UnrealCG
      @UnrealCG  5 หลายเดือนก่อน +1

      Connect the construction script nodes to event tick

    • @MarcoCapelli74
      @MarcoCapelli74 5 หลายเดือนก่อน

      Thank you very much.

  • @rainbowcatcher
    @rainbowcatcher หลายเดือนก่อน

    Thanks @UnrealCG. Very nice. When I move the BP in the sequencer, the dissolve anim does not move. Would you have an idea how to make that? Sorry, I am really not expert in BP..... 😉

    • @UnrealCG
      @UnrealCG  หลายเดือนก่อน

      You need to activate the blueprint event for updating the location parameter using sequencer events

    • @rainbowcatcher
      @rainbowcatcher หลายเดือนก่อน

      @@UnrealCG thanks a lot for your quick answer. However I don t know how to proceed.....if you could advise for a tuto on this......sorry for that. 🙏

  • @tayayoung6031
    @tayayoung6031 6 หลายเดือนก่อน

    I downloaded your sample project. how do you use the dissolve effect but keep the material of my house object? In the project there is the dissolve material applied to the big cubes, but I need my own material applied, not the dissolve. Thank you

    • @UnrealCG
      @UnrealCG  6 หลายเดือนก่อน

      Just copy paste the material node group called box dissolve and connect to opacity mask and emissive of your original material and also set copy the parameter values.

    • @tayayoung6031
      @tayayoung6031 6 หลายเดือนก่อน

      thank you. I appreciate the help!@@UnrealCG

  • @AshT8524
    @AshT8524 4 หลายเดือนก่อน

    when I add these nodes to a material, objects with that material loose the shadow and I cant select those mesh. why is that ?
    EDIT: found the issue, "Bounds" value was too high reduced it to 100, removed and re added the Box BP. everything works as it should now. 🎉

  • @lucienbrandt111
    @lucienbrandt111 7 หลายเดือนก่อน

    Can u do the dead island2/ deadspace version of this...wer they put a cube thing over the target and it peels away a layer if the "mesh"

    • @UnrealCG
      @UnrealCG  7 หลายเดือนก่อน

      Do you have a video reference of that?

  • @ToriPham
    @ToriPham 7 หลายเดือนก่อน +1

    Hello UnrealCG
    Can we animation the dissolve mesh inside sequencer and make it work?

    • @shermanwellons
      @shermanwellons 3 หลายเดือนก่อน

      I have been researching this and yes, you can get this effect to work in the sequencer. I am now trying to figure out how to render it using path tracer.

    • @MsZet-yt2qg
      @MsZet-yt2qg 2 หลายเดือนก่อน

      @@shermanwellons CAN YOU PLEASE HELP ME DISASSEMBLY IN sequencer IT DOESN'T WORK, THAT IS, THE OBJECT REMAINS THE SAME I WILL BE VERY GRATEFUL

    • @ToriPham
      @ToriPham หลายเดือนก่อน

      @@shermanwellons Can you show me how to do it?

  • @shermanwellons
    @shermanwellons 3 หลายเดือนก่อน

    Great tutorial, thanks for creating this video. Has anyone tried to render this effect out using the Sequencer? If so, how did you get this effect to show up in the Movie Render Queue?

    • @UnrealCG
      @UnrealCG  3 หลายเดือนก่อน

      Read the pinned comment

    • @shermanwellons
      @shermanwellons 3 หลายเดือนก่อน +1

      awesome, putting the nodes from the construction script into the event graph in BP_BOX_YT and then using an event tick to fire the Set Vector Parameter Values works. I am glad a few others asked the same question. :) Thank you for responding........@CG​

    • @patrickabroad
      @patrickabroad หลายเดือนก่อน

      @@shermanwellons Thank you!! I had the BP's setting their vector parameter values on begin play but that wasn't working. Even putting in a short delay didn't work. For some reason, the event needs to be called from within the Sequencer to get it to work. I'd be curious to know why that is, if anyone knows?

  • @ThanhNguyen-cf5cc
    @ThanhNguyen-cf5cc ปีที่แล้ว +1

    Nice tutorial. How can I create multiple boxes to apply the dissolve effect? When I add two or more boxes, the dissolve effect only works on one box

    • @xavierpistoresi3737
      @xavierpistoresi3737 11 หลายเดือนก่อน

      Same question in case you have found a solution ^^

    • @UnrealCG
      @UnrealCG  11 หลายเดือนก่อน +1

      Hi. For this you need to have multiple box mask in the material and combine them together, for the DF version if you extend box mask bigger and add more mesh into it then that might work, but this will also make the material react with other meshes in the world.

    • @ThanhNguyen-cf5cc
      @ThanhNguyen-cf5cc 11 หลายเดือนก่อน

      ​@@UnrealCG Thank you, I make multiple box masks and they work well, but my project needs 30 more boxes. It will take a lot of time to create nodes in the material. Do you have a solution?

    • @UnrealCG
      @UnrealCG  11 หลายเดือนก่อน +1

      Simple way is to use Many cube mesh and use the DF dissolve but with large box mask and make sure nothing with DF is near your mesh except the cubes. Since your might a unique cases and not like a game, this should be possible

    • @ThanhNguyen-cf5cc
      @ThanhNguyen-cf5cc 11 หลายเดือนก่อน

      ​@@UnrealCG I have tried using many cubes with DF dissolve in sequence, but when I render the video, the animation is laggy and the dissolve is slow. Do you have a solution for that?

  • @charlietulip
    @charlietulip ปีที่แล้ว

    excellent video, I want to transfer this to a sequence of images but for some strange reason when I animate the box nothing happens

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว +1

      That's because the blueprint is not updating, the construction script only works in editor. If you want it to work in sequencer you need to update the parameter collections using an event

    • @charlietulip
      @charlietulip ปีที่แล้ว

      @@UnrealCG Do you have a tutorial that explains that part? Or how could I ask for your help with examples? greetings

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว

      @@charlietulip I had an unlisted tutorial for it, But can't find it anymore.
      Try this, not for this particle effect. But might give you some ideas.
      th-cam.com/video/wbXaQIiMFD0/w-d-xo.html

  • @shady0808
    @shady0808 7 หลายเดือนก่อน

    Hi, thanks for a great tutorial, but when I play or simulate this effect doesn't happen in real time? Any ideas what's going wrong?

    • @arzigogolato82
      @arzigogolato82 6 หลายเดือนก่อน +1

      i ave the same problem!

    • @UnrealCG
      @UnrealCG  6 หลายเดือนก่อน

      Hi, copy the stuff from construction script to event Graph and connect to an event that fires during game play, fast and easy way to test is to connect those nodes to the event tick

    • @shady0808
      @shady0808 6 หลายเดือนก่อน

      @@UnrealCG I already tried this and it doesn't seem to want to work

    •  6 หลายเดือนก่อน

      If you copy/paste all the nodes from the construction script of BP_Box and place them in the event graph with an event tick at the beginning, it will work in real-time. (worked for me) 😊

  • @Crovea
    @Crovea 4 หลายเดือนก่อน

    (duplicated since my other account doesnt seem to show)
    If you like me have trouble getting an actual glow, go into the color options for emissive and change the V value to something high like 500
    Also if you have an issue with the capsule disappearing after adding rotation, try restarting editor
    generally I had several steps that didn't initially work and I had to retrace steps, recompile things, move them etc but eventually got it to work

  • @VoltGraphics
    @VoltGraphics ปีที่แล้ว

    Hi, this seems fantastic. I'm trying this tomorrow for my project. Would this effect work in a sequencer and show up in render?

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว

      This will work, but you need to make sure that the blueprint part updates when using the sequencer

  • @nu-beings
    @nu-beings ปีที่แล้ว

    How can this be done for character animation in Sequencer (not a game)?

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว +2

      You need to update the node in construction script with an event that fires during the sequencer

    • @nu-beings
      @nu-beings ปีที่แล้ว

      @@UnrealCGThanks, does that allow me to apply it to multiple characters or is there another step for that?

  • @ashleyhutchison3491
    @ashleyhutchison3491 4 หลายเดือนก่อน

    How come I can only have one of these BP per scene? When I add another, the first one disappears.

    • @UnrealCG
      @UnrealCG  4 หลายเดือนก่อน +1

      Because it's using material collection parameter, so they are like a global variable and when you add another one it over write the last one

    • @ashleyhutchison3491
      @ashleyhutchison3491 4 หลายเดือนก่อน

      @@UnrealCG I got the static mesh one working now so I can have multiple within the box. Thank you so much for the tutorial! I'm playing around to get thicker flames around the edges

  • @GMTechArt
    @GMTechArt ปีที่แล้ว

    Missing shadows from masked materials when using DistanceToNearestSurface

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว

      I did have shadows went I tested, maybe I am missing something

  • @FreeD00M
    @FreeD00M 7 หลายเดือนก่อน

    It would be amazing if it updated the collision mesh, so you coulkd walk rhough the hole you creaated.

    • @a.baciste1733
      @a.baciste1733 6 หลายเดือนก่อน +1

      You probably can achieve this by deactivating the appropriate collision response of the character that needs to walk through this when he is inside the given volume?

  • @christiany3698
    @christiany3698 ปีที่แล้ว

    does it work on ue4 ?

    • @UnrealCG
      @UnrealCG  ปีที่แล้ว

      If you enable distance field, it should work

    • @christiany3698
      @christiany3698 ปีที่แล้ว

      @@UnrealCG thank you

    • @ChrisCDXX
      @ChrisCDXX หลายเดือนก่อน

      Just did this in UE4 and works fine.