Great tutorial! I'd love to see a tutorial about having a world that is in black and white, and if you collect an object/item, it will enable one of the 3 cones (R,G,B). I'd also like to see a tutorial where a spherical radius around the player is colorful, and objects outside of the radius have a black-white mask.
@@thegamedevchannel3063 just a quick question, do you happen to know if its possible to have an object cause the post processing? anything inside it is effected and anything outside isnt and vice versa? so if a cylinder were to be half over one of those chairs only half of the chair would be effected? If not no worries i can work with what is here.
This really is a great tutorial, very short, simple, and you explained the concepts clearly! I was trying to map a MiniMap where the background is greyscale and the player cursor is colored. I couldn't find any tutorials at first, but this worked perfectly!
Thanks! This been quite old, It a good tutorial but I could not get it to work with UE 5.3 But I used instead ScereTexture set to custom depth...etc etc (I would link my code but I feel youtube suppresses that and I got that from another tutorial making exception for the post processor material) Now it works and don't even need stencil volume just anything set to Custom RenderDepath pass is ignored. However your tutorial help me build the foundation
Hey, awesome tutorial, thanks. Is it possible to make it work with the emissive from the object? And also with some light to be colored but the rest in black and white ?
Firstly thank you I've been searching for this for ages! May I ask? How can one do a fade, given a variable within the actor? as in it fades into or out of saturation smoothly? Exg: In actor, "float" 0 = desaturated 100 = saturated
I found out that the material (from the Mesh) needs to be Opaque. When Translucid it doesn't work as intended. Me he dado cuenta que el material (de la malla) necesita ser Opaco. Cuando es Translucido no funciona como esperaba.
is there a way to apply this to more dynamic particle effects? currently making a short film in B&W with red pass through, any way to apply this to explosions?
Could you or someone else please explain what to do exactly to solve the bug mentioned in the description? I tried rewriting the script to include the middle section of the screenshot, but it does nothing. Thanks a bunch!
The post upload fix doesn't seem to take into account trying to exclude certain assets from the post process. I'm playing around with it to see if I can get it to work.
Hey! a little late but if i have an emissive on my object, does the illumination also stay in color? or is it also black and white because it reflects on a 0 value object?
Hi! Wanted to know if this is possible to do working with flipbook sprites? Trying to exclude sprites for a game im working on from the post process im applying to the world/screen. Anyone know?
Its not working on my object with emmesive ball effect as material, but when I set black nad white for everything then it work on them too, so there must be a way. Also how to use this on Niagara effect? Also how to make this effect on/off on event?
Hey really awesome tutorial, but there is a bug there. If you have an object that is supposed to be black and white in front of an object that is supposed to have color, the black and white object will be colored where it is overlapping with the object that has color. Is there any way to fix this bug?
Hi! Thanks for bringing this to my attention! snipboard.io/ojWJR9.jpg Hopefully the logic in this blueprint screenshot should solve your issue, please let me know if it does so I can update the video description. Thanks!
@@thegamedevchannel3063 Thank you for your further help to us, but I after I did the notes in the way of your new screenshots, the whole environment keep Black&White. No matter which custom stencil I sign to them. Is there a way to help?
@@刘禹韬 Yeah, he didn't mention it, but now, stencil value is represent percentage of color, so 100 would be as 1 before, 50 would be 50% of color, and well 0 would be black and white, as the rest of the scene. Cheers.
Maybe to further explain this, just set B input into divider at top to 1 and your selected items in non zero stencil will be coloured. If you will set input divider B on 2, selected items will be 50% desaturated but still partially coloured.
Another question: How would I set this up for a light? My post process has the black and white texture in the array but I need for a light in the scene to be casting red over the distance of the attenuation radius, hope someone can help! :)
Hi there! I'm relatively new and wanted to know: if i put the global post process volume saturation down to 0, with the score, could i manipulate the saturation to go up everytime the score goes up too?
Great tutorial!
I'd love to see a tutorial about having a world that is in black and white, and if you collect an object/item, it will enable one of the 3 cones (R,G,B). I'd also like to see a tutorial where a spherical radius around the player is colorful, and objects outside of the radius have a black-white mask.
you my sir are a genius, needed this for my college project
I'm really glad it helped!
@@thegamedevchannel3063 just a quick question, do you happen to know if its possible to have an object cause the post processing? anything inside it is effected and anything outside isnt and vice versa? so if a cylinder were to be half over one of those chairs only half of the chair would be effected? If not no worries i can work with what is here.
This really is a great tutorial, very short, simple, and you explained the concepts clearly!
I was trying to map a MiniMap where the background is greyscale and the player cursor is colored. I couldn't find any tutorials at first, but this worked perfectly!
Thanks!
This been quite old, It a good tutorial but I could not get it to work with UE 5.3
But I used instead ScereTexture set to custom depth...etc etc (I would link my code but I feel youtube suppresses that and I got that from another tutorial making exception for the post processor material)
Now it works and don't even need stencil volume just anything set to Custom RenderDepath pass is ignored.
However your tutorial help me build the foundation
Never thought it's possible. Thank you.~!
Thanks for the tutorial! Is there a way to dynamically change saturation through blueprints ?
Thank you, very useful tutorial ! Especially screenshot added.
Hey, awesome tutorial, thanks.
Is it possible to make it work with the emissive from the object? And also with some light to be colored but the rest in black and white ?
Firstly thank you I've been searching for this for ages!
May I ask?
How can one do a fade, given a variable within the actor?
as in it fades into or out of saturation smoothly?
Exg:
In actor, "float"
0 = desaturated 100 = saturated
Bro wanted to create a simple tutorial, ended up creating a video that would give birth to many Sin City-style videos powered by Unreal Engine.
Thats exactly why im here
This video really helped me out, thank you!!
Thank you, I'm making a scene based on Hawaii Part 2 and I want everything to be black and white except the rainbow and the protagonist's tie.
Thanks a lot !
However do you know how can I apply this in order to make an object not affected by any postprocessvolumes ?
I found out that the material (from the Mesh) needs to be Opaque. When Translucid it doesn't work as intended.
Me he dado cuenta que el material (de la malla) necesita ser Opaco. Cuando es Translucido no funciona como esperaba.
There is a Checkbox in your translucent material called “Allow Custom Depth Writes". Checking it should make even translucent material colors visible
But how would you do it so it'd affect only one area of the world and not the whole world?
How can I go from color to black and white mid-game (on a button press)
What if you wanted to use this method on decals? Black and white scene but with blood decals still showing red?
i just had this issue, i just created a new material and plane. applied said material to the plane and set the stencil. hope this helps :D
is there a way to apply this to more dynamic particle effects? currently making a short film in B&W with red pass through, any way to apply this to explosions?
I'm afraid I don't know the answer to that, I'm really unfamiliar with particle effects. Sorry to not be of more use!
Thanks a lot.
Could you or someone else please explain what to do exactly to solve the bug mentioned in the description? I tried rewriting the script to include the middle section of the screenshot, but it does nothing. Thanks a bunch!
The post upload fix doesn't seem to take into account trying to exclude certain assets from the post process. I'm playing around with it to see if I can get it to work.
thank you!
Hey! a little late but if i have an emissive on my object, does the illumination also stay in color? or is it also black and white because it reflects on a 0 value object?
Thank you sir!! you save me!!
Hi! Wanted to know if this is possible to do working with flipbook sprites? Trying to exclude sprites for a game im working on from the post process im applying to the world/screen. Anyone know?
Nice. Saved me. Cheers
thank you
Its not working on my object with emmesive ball effect as material, but when I set black nad white for everything then it work on them too, so there must be a way.
Also how to use this on Niagara effect?
Also how to make this effect on/off on event?
Hey really awesome tutorial, but there is a bug there. If you have an object that is supposed to be black and white in front of an object that is supposed to have color, the black and white object will be colored where it is overlapping with the object that has color. Is there any way to fix this bug?
Hi! Thanks for bringing this to my attention!
snipboard.io/ojWJR9.jpg
Hopefully the logic in this blueprint screenshot should solve your issue, please let me know if it does so I can update the video description. Thanks!
@@thegamedevchannel3063 Thank you for your further help to us, but I after I did the notes in the way of your new screenshots, the whole environment keep Black&White. No matter which custom stencil I sign to them. Is there a way to help?
@@刘禹韬 Yeah, he didn't mention it, but now, stencil value is represent percentage of color, so 100 would be as 1 before, 50 would be 50% of color, and well 0 would be black and white, as the rest of the scene. Cheers.
Maybe to further explain this, just set B input into divider at top to 1 and your selected items in non zero stencil will be coloured. If you will set input divider B on 2, selected items will be 50% desaturated but still partially coloured.
yess thank you
No problem! Glad you liked it :)
Another question: How would I set this up for a light? My post process has the black and white texture in the array but I need for a light in the scene to be casting red over the distance of the attenuation radius, hope someone can help! :)
bump the stencil value to >10, works for me!
Hi there! I'm relatively new and wanted to know: if i put the global post process volume saturation down to 0, with the score, could i manipulate the saturation to go up everytime the score goes up too?
yes you could. you have to use Dynamic Material Instance and get cast to the PostProcess actor.
Hey is there a way to make everything normal but just objects black and white?
this is what im looking to do as well. Want the sky to stay blue...
Hi, thanks for the tutorial but I was wandering how can you do the same for the light and actors if you want them to appear in color ?
Hello there ! Any answers on that ? Thank you so much for your answer ! :)
@@simondelguste hi ! Sadly I switched to Unity so I don't remember the answer, hope you find it !