Unreal Engine 4 Tutorial - Custom Depth

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  • เผยแพร่เมื่อ 30 ก.ย. 2024

ความคิดเห็น • 32

  • @shaneruetz5604
    @shaneruetz5604 4 ปีที่แล้ว +12

    As soon as you showed the cube in custom depth it blew my mind with the possibilities and how other games have used this haha.

  • @furrybproductions
    @furrybproductions 3 ปีที่แล้ว +5

    This was so helpful, as usual, lol. So many tutorials on custom depth and how to make things highlight BEHIND things or in front AND behind things, but not too many on how to highlight ONLY things visible to the player. Thanks again!

  • @sakibrahaman6941
    @sakibrahaman6941 4 ปีที่แล้ว +3

    Please Make a tutorial on Level Unlocking system with Save Game... Please

  • @mlincoln
    @mlincoln 3 ปีที่แล้ว +2

    Do you know of a way to feather the result at 7:34? So it fades gradually from red to blue over a set tolerance around your target distance? Like if you have a distance set of a thousand, and you want it to change gradually between the two colors +/-10 (fade red to blue from 990-1010)? Also-- is there a way to 'track' that main target distance to a null object in the scene? I'm in VFX and I'm essentially trying to build something that lets me bisect an object with a 2D layer in my composite suite. Any help appreciated!

  • @ToreHolmem
    @ToreHolmem 8 หลายเดือนก่อน

    Great explanation, thanks so much. You mention another video about stencils, but I can't seem to find it. Is it on patreon?

  • @skylenevods
    @skylenevods 2 ปีที่แล้ว +2

    Tried to do this with a widget, to find a way to get a "death marker" or "house location marker" to show on the players map without much luck. But when selecting the widget in the blueprint, and changing under "User Interface" the "Space" from "World" to "Screen", it now works.
    Thanks for the tutorial! :D

    • @Dudebat923
      @Dudebat923 ปีที่แล้ว

      I'm stuck trying to do the exact same thing and I can't get it to work

  • @walter-n6j
    @walter-n6j หลายเดือนก่อน

    thank you very much, just the tutourial i looked for!

  • @m4gmar
    @m4gmar 3 ปีที่แล้ว +1

    how can i achieve te opposite of that?. I want a translucent object that works like a filter that makes invisible an object that is behind him.
    Just like the "Cloak of Invisibility" of Harry Potter that makes invisible the people whos behind it... But in this case instead of a cloak it would be a glass wall or something.

  • @xLayyzers
    @xLayyzers 2 หลายเดือนก่อน

    how to make this in character material

  • @dl6078
    @dl6078 2 ปีที่แล้ว

    Hello. I have an issue, when I activate the scene depth, everything is black, totally black. However, my scene contains lots of trees and stones. Thank you!

  • @Smollfoxy
    @Smollfoxy 3 ปีที่แล้ว

    Is it possible to show custom depth in relections only? for instance, I want to make an invisible enemy that is only visible in reflections. (like mirrors or vaguely in windows)

  • @Tommy-no5lo
    @Tommy-no5lo 2 ปีที่แล้ว

    im a little dumb so sorry if its like obvious. but is there a way to make you be able to see things through walls say 1000 units away, and be able to see it for like 10,000 units

  • @jonlon4406
    @jonlon4406 2 ปีที่แล้ว

    Nice video! I want to make a material that, when applied to a model, will only render a flat-color cross section of the model as it intersects with other geometry. not shpereMask or BoxMask

  • @davideaprile6418
    @davideaprile6418 3 ปีที่แล้ว

    thank you man... been looking for this for hours!

  • @scorpiys9163
    @scorpiys9163 2 ปีที่แล้ว

    Hello
    How do I make it work with a sprite?

  • @alisalari3339
    @alisalari3339 7 หลายเดือนก่อน

    Thanks Man You helped me as well

  • @heyitsjoshmusic
    @heyitsjoshmusic 4 ปีที่แล้ว

    aka how you can see Mario through walls

  • @lord_toad
    @lord_toad 4 ปีที่แล้ว

    Thanks! This is practical and simple. Internet is lacking on tutorials like this

  • @masterfellayt
    @masterfellayt 3 ปีที่แล้ว

    Hi, great tutorial. Im working on an fps game. And like in most fps games the players weapons are rendered in a different camera and rest other in different so that you can change the fov on the main camera and your weapons remains same. Can you help me with how can I achieve that in ue4?

    • @CinnnAmonnBun
      @CinnnAmonnBun 4 หลายเดือนก่อน

      Were you able to do this ?

  • @iciervasotomayor
    @iciervasotomayor 2 ปีที่แล้ว

    a PERFECT tutorial

  • @jiyash.06
    @jiyash.06 4 ปีที่แล้ว

    wow thats really cool
    !

  • @talleuxraphael4679
    @talleuxraphael4679 4 ปีที่แล้ว

    So interesting !

  • @adri4739
    @adri4739 4 ปีที่แล้ว

    Very useful

  • @Eclipsed90
    @Eclipsed90 2 ปีที่แล้ว

    any idea on how to make this work for VR and UE5? :(

    • @uavisionx
      @uavisionx ปีที่แล้ว

      it does work in UE5, but decreases performance!

    • @Eclipsed90
      @Eclipsed90 ปีที่แล้ว

      Sure but VR?

    • @uavisionx
      @uavisionx ปีที่แล้ว

      @@Eclipsed90 nevermind, it performs pretty well, the issue was with my project. As for VR, i cannot say myself since i am not using it in VR, but it should work well as is in VR too as is. Did you try creating the material and putting it into levels post process volume?

    • @Eclipsed90
      @Eclipsed90 ปีที่แล้ว

      @@uavisionx yes, with oculus quest 2 there was no way to make this work 😖

    • @uavisionx
      @uavisionx ปีที่แล้ว

      @@Eclipsed90 that would depend if you are making/outputting the project as an android build or desktop build. I suppose it should work if you are making a desktop/pc build. Wouldn't make sense to have this available on the mobile platform.