Bro you are amazing.. Im doing this project for some time and all the visual I ever seen in my mind, you showing me how to do it... Perfect designer, nothing extra.. I've been following your videos for some time, learned a lot too.. I will record and show you video of my project soon.. Got used to your English, which took some time.. You got gift with 3D art man.. Material Mage.. Thanks for your lessons.. Unfortunately I did not contribute to your cause except for my gratitude, but its not late yet.. Soon Brother.. GL
Now there is the question to apply this to a Unity Shader Graph. Dissolve is easy done. Combining this with a simple gameobject (with a script) working too, but using a more complex gameobject (cube/cylinder) is hard
Your videos are excellent! Thank you so much for these tutorials. At 19:29 the video skipped. I assume you plugged the Bounds data parameter into the old Bounds parameter, then I see you fixed it! Thank you. I was a bit lost.
Looks really good! Can this affect be applied on already set up meshes? I haven't noticed any setting related for the house, is this working without modifying the material on the target mesh?
To make multiple blueprints working with different actors you need to add new vector parameters for position and bounds in the Material Parameter Collection, Duplicate the blueprint, rename static mesh in it, change set vector parameter value to your new vectors from Material Parameter Collection in your blueprint nodes, then go to the material itself and switch collection parameter to your new vectors you created in Material Parameter Collection. Good luck.
Hi, great tutorial. I got it all working but the masking effect doesn't rotate with the cube as I rotate it, is there an input/step that I've missed? Thanks again!
Thank you for sharing this with the community, this is amazing and you are so smart How do you know how to do this stuff? I could never figure anything like this out alone, do I need to go to university for computer science or VFX?
dont know anything about post processing but you can change the scalar parameter of the collection radius via blueprints, i did it with a timeline that increases a float variable
thank you for this tutorial. could you make a video covering on how to animate the BP_cube to animate scale etc. so i can render it on sequencer? i cant figure out how to do it, i tracked the BP_cube in the sequencer and added 'tranform', when i move the values in sequencer it also moves in the editor which seems like its working, but when i click capture movie, the bounds are just round as if they are not affected by the cube actor.
Do you think you'd be able to one day do a tutorial on how to create a procedurally generated object from scratch (coding). For example something easy like a ladder or something complex like a rickety bridge. Just a thought :)
Hi, ty for this tutorial. Is it possible dissolve the object in different positions? I mean, I want to have multiple cubes dissolving a really big mesh at different positions but how I do this? Like the house in the video burning in multiple position on the same time.
@@UnrealCG Hi, great tutorial! I am a noob in unreal so could you explain this process of multiple box masks more thoroughly? Do I need to make 2 separate "Input Location (Vector 3)" vectors for each box mask or can I simply connect them to the already existing ones? And if so, should I make a "Position 2" vector parameter in my "PC_Data" for the second box mask? And do I need to make changes to the cube BP? How does it work?
Hi, This is because we used the construction script, if you connect everything we connected to the construction script to the event begin play, it will work in game
@@UnrealCG how to connecting to the construction script to the event begin play, because i want to trigger the cube for transition in others software like a aximmetry sorry about my English. in aximmetry the cube was editable transform, but the fx material not following many thanks..
Regarding the render sequence issue, i was able to get a good result inside the sequencer - simply being the meshes that get the textures into the sequencer, and then track their materials and animate the bounds or whatever you want from the sequencer. the REAL problem is that even if it animates in the sequencer, the render queue (both movie & legacy) don't seem to render any of that dissolve effect. HELP ?
Yeah there is a option for that in the material function. At 32:03 you can see an input called square corners. Just get a bool and tick true and connect it there.
When I open the materials up (for example M_Dissol1) the material parameters are showing as "unspecified function". Why is it not loading correctly and how can I fix this? Thank you!
Hello, thanks for this tutorial ! Sadly, it doesn't work when I scale the cube ingame. It works fine in editor, but when I animate the cube ingame to make objects disappear, it doesn't work. Do you have a clue why ?
can anyone hel me, is this working in 4.35 ? i have problems, i add the Material instance to a Sphere who dissolve a Logo, but nothing happen, even when i hit playe...just nothing. please help me. thanks
Hi man. Can you make 3d grid? When you click for exampl on position D7. You see invetory and you can place block from invetory on position D7 BUT if you have already block on D8 this block will be changed and make big block 2x1. Just D7 and D8 together. I hope you know what i mean :D
can you please show how to make the following? I have the box above a house and when Player enter house (trigger collider) the shader will make the house roof dissolve, when player leaves house, the roof is back normal?????
For that you just need to find out of the player is inside the house or outside using collision events. Then after that, you can animate the position of the cube using a timeline. Make the cube move down when you enter and make the cube move up when leaving the room. ( You don't have to create the cube at all, just animate the position and bounds of the box mask using the timeline)
Followed your tutorial but my BP_Cube gets invisible with the same stats you used and scale doesn't work at all. Also if I play the level it doesn't work but in the editor it does work.
Can you show me a screenshot of the bp_cube and the parameter values and also it will only work in the editor since we used construction script. You can use event begin play if you want it to work in the game.
if you want to use multiple cubs you need to either create additional box mask in the material function or you can drag in one more material function (MF_CubeDissolve) into the material and set up all the parameters and for position and bounds create two more vector parameter collections to bring in that data from the second cube. then finally you can multiply the out for both MF with each other and input them( Emissive and opacity mask).
friend you know how to make a menu when the character dies and a widget comes out saying have a port with an effect that dissolves and the widget appears
Very Nice Effect! How do I apply this to an object that hast already a texture ? Like the houses you showed in the beginning. Everything turns white if i drag the material instance on top.
Buenas, tengo un problema, cuando ejecuto el juego, todas las mallas que tienen aplicado el material no se visualizan. Como puedo lograr que se vean en tiempo de ejecución? Un saludo.
Hi! Amazing tutorial. I followed it through, and am now having trouble getting the effect to show up with animation on the BP_cube in sequencer. Do I need to make adjustments for this to work with animation in sequencer?
@@j.thomaswilson3543 Hi J. Thomas, did you have any success getting the effect to work in the sequencer and if so, would you be willing to share it? Cheers!
@@lawmaniac I actually ended up setting that particular project aside, so I didn't get to figure it out, but I'm sure I will try it again at some point and will be sure to share it!
@@j.thomaswilson3543 Since I have no clue about Unreal, this is what I managed to figure out so far. If you add the parameter collection "PC_Data" to the sequencer you can then animate both bounds and location values manually within the sequencer. This way you do not have the visual advantage of moving the box around in the viewport. Its not exactly an intuitive way of animating, but depending on what you need it for, it kind of works. Just keying the box and have the effect be visible in the Sequencer would be way better though, of course :-(
@@desoroxxx how to go about stress testing it then, its easy to just say test it, but test it how? give an instance of what u would do to stress test it. thank you.
@@runsbuns3675 Use the stat tracker of UE4 it's a great debugging tool. "its easy to just say test it, but test it how?" It's the work of the game developers to think about "How to do it".
Can you do this on a just a shell mesh? Let's say you've done your energy shield tutorial here: th-cam.com/video/1XPP7ZhqDkE/w-d-xo.html and you only want the shell mesh to show when it's in the sphere. Is that possible?
@@UnrealCG thank you! This will be perfect for my scan effect! I think I'll try to set it up so that when I look at a character, the line trace will detect a player or object and place one of the spheres in front of it, set it to the same height of the player or object, then move it thru the character to achieve the effect I'm looking for! Kinda like the scan from MGSV!
@@UnrealCG so if I did it this way, the character mesh would still show as the mask moves thru the object and the shell mesh would only show in the mask?
Hi, I updated this tutorial in Unreal Engine 5 and also improved a lot features, Here check it out.
Link: th-cam.com/video/N_pq2RYTG04/w-d-xo.html
2 year UE4 user here, and i still learn new things from you. One of the most helpful UE4 channels
Thanks
i know Im pretty off topic but do anybody know a good site to stream newly released movies online ?
@Jericho London Try Flixzone. Just google for it =)
@Zakai Kamdyn Yup, I have been watching on FlixZone for since april myself :)
@Zakai Kamdyn Thank you, I signed up and it seems like they got a lot of movies there :) I really appreciate it !
@Jericho London No problem :)
sir you are the smartest person i have ever encountered
TH-cam has so many dissolve effect tutorials out there but you're the most detailed one. Great work!
beautiful effect
You could use this for a Sims-like game. Nice!
This is a sub!
Holy Moly! You are a materials Guru :0
came from the de res effect vid loving it subbed
this material has great parts to stencil water within a boat for example. great work!
Simply Wow!
Thank you so much for sharing this with us bro.
🌟👌😎
the newest of them all beautiful making it rn :)
thanks for the heart im using 4.17.2 is there a way to get it to work in game in this version of the engine? because 4.18.3 does not support my pc
It should work in 4.17.
Bro you are amazing.. Im doing this project for some time and all the visual I ever seen in my mind, you showing me how to do it... Perfect designer, nothing extra.. I've been following your videos for some time, learned a lot too.. I will record and show you video of my project soon.. Got used to your English, which took some time.. You got gift with 3D art man.. Material Mage.. Thanks for your lessons.. Unfortunately I did not contribute to your cause except for my gratitude, but its not late yet.. Soon Brother.. GL
absolutely amazing tutorial! thanks for going so indepth and explaining everything :)
you are material king, thanks for your work
Now there is the question to apply this to a Unity Shader Graph. Dissolve is easy done. Combining this with a simple gameobject (with a script) working too, but using a more complex gameobject (cube/cylinder) is hard
Dude your video is insane!!!!!
Thanks a lot for making it, and I hope I can include its functionality in my project, when I will need it later!
Thank you, i am using this effect successfully
Looks really great.
Thank you! Cheers!
This helped me a lot. Thanks!
nice job
thanks man, really useful
Very cool dude!
Thanks a lot!
Thanks you, amazing work!
Your videos are excellent! Thank you so much for these tutorials.
At 19:29 the video skipped. I assume you plugged the Bounds data parameter into the old Bounds parameter, then I see you fixed it! Thank you. I was a bit lost.
Cool effect.
way to go man
It doesn't work in sequencer
Thank you for Tutotrial
is there a way to apply the same effect from different actors?
Nice!
nice!
wow. incredible.
Looks really good! Can this affect be applied on already set up meshes? I haven't noticed any setting related for the house, is this working without modifying the material on the target mesh?
Hi, Nope, You have to add the material function to the exiting material of the mesh and add all their parameters to get it working.
Thank you very much
Amazing!
thx master
To make multiple blueprints working with different actors you need to add new vector parameters for position and bounds in the Material Parameter Collection, Duplicate the blueprint, rename static mesh in it, change set vector parameter value to your new vectors from Material Parameter Collection in your blueprint nodes, then go to the material itself and switch collection parameter to your new vectors you created in Material Parameter Collection. Good luck.
Also if you have an emission texture, just combine your MF and Emission texture with an "Add" Node
DUDE :) respect
Great work.
Perfect job!
When i rotate BP nothing happens. Why? Can you help me plz.
naisu fx
How do I apply this effect to a movable mesh like player
the best! ,thank you so much.
This looks amazing! I have tried this out but it appears the transparent material like glass is not supported?
Not sure, I haven't testes it on transparent materials
Wow! Thanks!
How to use multiple instances on the same map? when moving the actor with the effect is undone in all others!! :(
Thanks for the tutorial!!
Having same issue
Thank you so much
Any idea how I can do this for datasmith objects? They can't be converted to blueprints
Hi, great tutorial. I got it all working but the masking effect doesn't rotate with the cube as I rotate it, is there an input/step that I've missed? Thanks again!
sameprobleme here
Its possible to animate the movement?
Thank you for sharing this with the community, this is amazing and you are so smart
How do you know how to do this stuff? I could never figure anything like this out alone, do I need to go to university for computer science or VFX?
I mostly learnt these stuff by experimenting inside the engine.
Hi, is there a way to implement an effect that spawns expanding sphere masks dynamically in post processing?
dont know anything about post processing but you can change the scalar parameter of the collection radius via blueprints, i did it with a timeline that increases a float variable
👍👍 thanks
I tried to render dissolve effect in movie render queue, the desolve does not work on the image sequence
18:00 how could you show us that vertical effect?? Mine is been showing horizontal effect like as can be seen in the viewport at the material inst..
How do you make it where once the area is dissolved, Collision not longer works on the clear area ? So things can pass though where it is invisible ?
When I turn “affect distance fields lighting” it doesn’t change anything
thank you for this tutorial. could you make a video covering on how to animate the BP_cube to animate scale etc. so i can render it on sequencer? i cant figure out how to do it, i tracked the BP_cube in the sequencer and added 'tranform', when i move the values in sequencer it also moves in the editor which seems like its working, but when i click capture movie, the bounds are just round as if they are not affected by the cube actor.
were you able to solver the sequencer problem
Do you think you'd be able to one day do a tutorial on how to create a procedurally generated object from scratch (coding). For example something easy like a ladder or something complex like a rickety bridge. Just a thought :)
Is there a way to get the bounds to work even if I rotate the dissolve cube? It seems to only work in straight lines
I have the sam issue.
How would you make disappear the area that you have already covered with the ball ? thanks
Thank You for the tutorial! Really great, simple and fast! A question - is there a way to CAP the cut mesh? Thank you!
Hello, did you find an answer to your question ?
Hi, ty for this tutorial. Is it possible dissolve the object in different positions? I mean, I want to have multiple cubes dissolving a really big mesh at different positions but how I do this? Like the house in the video burning in multiple position on the same time.
You can do this by adding multiple sphere mask or box mask. Then after just min or max them together and connect them to the opacity mask.
@@UnrealCG Hi, great tutorial! I am a noob in unreal so could you explain this process of multiple box masks more thoroughly? Do I need to make 2 separate "Input Location (Vector 3)" vectors for each box mask or can I simply connect them to the already existing ones? And if so, should I make a "Position 2" vector parameter in my "PC_Data" for the second box mask? And do I need to make changes to the cube BP? How does it work?
Did someone find a way to do it? So far i only have 1 box dissolving wathever i do with the function material... I did max the two box mask i'm using.
@@BruneMarie Did you figure out? I'd like to show several parts of a mesh with dynamic vectors set at runtime...
this works perfectly in the editor, but when i actually play the level the effect doesn't work, any way to fix this?
Hi, This is because we used the construction script, if you connect everything we connected to the construction script to the event begin play, it will work in game
@@UnrealCG alright it is working as intended, thank you very much
@@UnrealCG how to connecting to the construction script to the event begin play, because i want to trigger the cube for transition in others software like a aximmetry
sorry about my English. in aximmetry the cube was editable transform, but the fx material not following
many thanks..
what are the practical applications of this?
Does this work in UE5? I'm planning to buy it from your Patreon page
Is it possible to have a custom mesh for masking?
Regarding the render sequence issue, i was able to get a good result inside the sequencer - simply being the meshes that get the textures into the sequencer, and then track their materials and animate the bounds or whatever you want from the sequencer. the REAL problem is that even if it animates in the sequencer, the render queue (both movie & legacy) don't seem to render any of that dissolve effect. HELP ?
Hi, when i rotate the Cube, the effect remains straight. is there a way to make the effect follwing the rotation of the cube? Thanks for the tutorial!
Hi, watch my latest video on the dissolve effect. I have a fix for it there
@@UnrealCG thank you my friend, i'll look at it. continue your good work.
hi for the tube dissolve is there a way so that the part that is masked off is not circular? I wanna make it more square if possible
Yeah there is a option for that in the material function. At 32:03 you can see an input called square corners. Just get a bool and tick true and connect it there.
Does it make the vertex's non renderable, example: like the back side of a planet or house? And does it have any performance hit?
Hello. Thank you very much for the tutorial. I was wondering if there is a way to use a custom mesh as the mask. thank you very much
ah you just change the mesh in the blueprint instead of the cue
When I open the materials up (for example M_Dissol1) the material parameters are showing as "unspecified function".
Why is it not loading correctly and how can I fix this? Thank you!
Hello. Cool effect! But not work on the render (UE 5.3, 5.4)
How to render it in Movie Render Queue? Tnx.
Need to update the stuff from construction script with events in sequncer
@@UnrealCG Can you take a screenshot of how it looks? (I didn't succeed).
Hello, thanks for this tutorial !
Sadly, it doesn't work when I scale the cube ingame. It works fine in editor, but when I animate the cube ingame to make objects disappear, it doesn't work. Do you have a clue why ?
You need to connect the stuff in construction script to an event that fire during gameplay
@@UnrealCG Ok thank you !
Hi, I tried to duplicate the BP that desolves the static mesh the duplicated BP does not disolve other static mesh unless you select it
Hi, You need to make more mask inside the material for add more mesh. Like you need more box masks.
can anyone hel me, is this working in 4.35 ? i have problems, i add the Material instance to a Sphere who dissolve a Logo, but nothing happen, even when i hit playe...just nothing. please help me. thanks
好厉害呀
how to remove glow from the Cube ? Thanks
How do I render this in the sequencer?It doesn't come out even if I walk
Im having the same problem. it works great until you try to animate it. nobody can seem to give me an answer. if you find out please let me know
Hi man. Can you make 3d grid? When you click for exampl on position D7. You see invetory and you can place block from invetory on position D7 BUT if you have already block on D8 this block will be changed and make big block 2x1. Just D7 and D8 together. I hope you know what i mean :D
can you please show how to make the following? I have the box above a house and when Player enter house (trigger collider) the shader will make the house roof dissolve, when player leaves house, the roof is back normal?????
For that you just need to find out of the player is inside the house or outside using collision events. Then after that, you can animate the position of the cube using a timeline. Make the cube move down when you enter and make the cube move up when leaving the room. ( You don't have to create the cube at all, just animate the position and bounds of the box mask using the timeline)
Followed your tutorial but my BP_Cube gets invisible with the same stats you used and scale doesn't work at all. Also if I play the level it doesn't work but in the editor it does work.
Can you show me a screenshot of the bp_cube and the parameter values and also it will only work in the editor since we used construction script. You can use event begin play if you want it to work in the game.
@@UnrealCG Ah I found my problem. I changed the material of BP_Cube to the dissolve material.Fixed it thanks for your video!
@@UnrealCG One question. If I have 2 or more BP_Cube/Sphere only one of them dissolve other objects. Is it possible that all of them dissolve objects?
if you want to use multiple cubs you need to either create additional box mask in the material function or you can drag in one more material function (MF_CubeDissolve) into the material and set up all the parameters and for position and bounds create two more vector parameter collections to bring in that data from the second cube. then finally you can multiply the out for both MF with each other and input them( Emissive and opacity mask).
@@UnrealCG It's working. Thank you very much!
Hi! please, can you make spherical fog as in astroneer?
friend you know how to make a menu when the character dies and a widget comes out saying have a port with an effect that dissolves and the widget appears
Hi, You want the widget to dissolve also?
Very Nice Effect! How do I apply this to an object that hast already a texture ? Like the houses you showed in the beginning. Everything turns white if i drag the material instance on top.
Just add the material function to the object with the material and turn on opacity mask.
@@UnrealCG thank you ! works perfectly!
@@UnrealCG How do i do turn opacity mask on ?
why cant i use this in simulation or play ? cutting meshes like this works only in editor
You need to add the location and scale parameters to the event begin play right now it's on the construction script which only works in editor
Buenas, tengo un problema, cuando ejecuto el juego, todas las mallas que tienen aplicado el material no se visualizan. Como puedo lograr que se vean en tiempo de ejecución?
Un saludo.
Conéctelo al evento, comience a jugar en el gráfico de eventos
@@UnrealCG Perdona por la pregunta, pero como hago eso? soy nuevo en Unreal.
Es en el actor BP_Cube. Copie los nodos del script de construcción al evento para comenzar a jugar.
@@UnrealCG Muchas gracias, ya lo tengo funcionando.
Hi! Amazing tutorial. I followed it through, and am now having trouble getting the effect to show up with animation on the BP_cube in sequencer. Do I need to make adjustments for this to work with animation in sequencer?
Yes you need to update the values of the parameter collection using the sequence r
@@UnrealCG Ok, thanks! I'll look into how to do this.
@@j.thomaswilson3543 Hi J. Thomas, did you have any success getting the effect to work in the sequencer and if so, would you be willing to share it?
Cheers!
@@lawmaniac I actually ended up setting that particular project aside, so I didn't get to figure it out, but I'm sure I will try it again at some point and will be sure to share it!
@@j.thomaswilson3543 Since I have no clue about Unreal, this is what I managed to figure out so far. If you add the parameter collection "PC_Data" to the sequencer you can then animate both bounds and location values manually within the sequencer. This way you do not have the visual advantage of moving the box around in the viewport. Its not exactly an intuitive way of animating, but depending on what you need it for, it kind of works.
Just keying the box and have the effect be visible in the Sequencer would be way better though, of course :-(
Hey does this effect performance ???or size of the game?can I do this in android
Just test
It's the work of a game dev to test things you know.
@@desoroxxx how to go about stress testing it then, its easy to just say test it, but test it how? give an instance of what u would do to stress test it. thank you.
@@runsbuns3675 Use the stat tracker of UE4 it's a great debugging tool.
"its easy to just say test it, but test it how?" It's the work of the game developers to think about "How to do it".
So if i become a patreon i can just download this and use it in my own little project?
Yeah, You can.
@@UnrealCG Thats awesome! Keep up the good work!
res
Can you do this on a just a shell mesh? Let's say you've done your energy shield tutorial here: th-cam.com/video/1XPP7ZhqDkE/w-d-xo.html and you only want the shell mesh to show when it's in the sphere. Is that possible?
Yeah, you can. Just multiply the opacity of that shell mesh with the sphere mask.
@@UnrealCG thank you! This will be perfect for my scan effect! I think I'll try to set it up so that when I look at a character, the line trace will detect a player or object and place one of the spheres in front of it, set it to the same height of the player or object, then move it thru the character to achieve the effect I'm looking for! Kinda like the scan from MGSV!
@@UnrealCG so if I did it this way, the character mesh would still show as the mask moves thru the object and the shell mesh would only show in the mask?
Yeah.
@@UnrealCG 😊
After launch project this effect not work... dislike this tutorial