Unreal Tutorial - Black and White Shader with Excluded Objects

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  • เผยแพร่เมื่อ 4 พ.ย. 2024

ความคิดเห็น • 51

  • @Centripital1
    @Centripital1 2 ปีที่แล้ว +3

    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.

  • @Dxrmy
    @Dxrmy 3 ปีที่แล้ว +1

    you my sir are a genius, needed this for my college project

    • @thegamedevchannel3063
      @thegamedevchannel3063  3 ปีที่แล้ว

      I'm really glad it helped!

    • @Dxrmy
      @Dxrmy 3 ปีที่แล้ว

      @@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.

  • @CrikeytheCroc
    @CrikeytheCroc ปีที่แล้ว +1

    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!

  • @cindyzxec
    @cindyzxec 6 หลายเดือนก่อน

    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

  • @ChrisChoiThird
    @ChrisChoiThird 8 หลายเดือนก่อน

    Never thought it's possible. Thank you.~!

  • @wishyourlife6861
    @wishyourlife6861 3 ปีที่แล้ว +2

    Thanks for the tutorial! Is there a way to dynamically change saturation through blueprints ?

  • @mikov36
    @mikov36 2 ปีที่แล้ว

    Thank you, very useful tutorial ! Especially screenshot added.

  • @corentinambroise4777
    @corentinambroise4777 ปีที่แล้ว

    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 ?

  • @hurtjoy1289
    @hurtjoy1289 2 ปีที่แล้ว

    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

  • @suneilangel
    @suneilangel 7 หลายเดือนก่อน +1

    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.

  • @noellegonzalez6225
    @noellegonzalez6225 2 ปีที่แล้ว

    This video really helped me out, thank you!!

  • @ShenDoodles
    @ShenDoodles ปีที่แล้ว

    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.

  • @christophe1584
    @christophe1584 7 หลายเดือนก่อน

    Thanks a lot !
    However do you know how can I apply this in order to make an object not affected by any postprocessvolumes ?

  • @cvelasco88
    @cvelasco88 5 หลายเดือนก่อน

    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.

    • @kora5161
      @kora5161 4 หลายเดือนก่อน +1

      There is a Checkbox in your translucent material called “Allow Custom Depth Writes". Checking it should make even translucent material colors visible

  • @BubuRuzu
    @BubuRuzu 9 วันที่ผ่านมา

    But how would you do it so it'd affect only one area of the world and not the whole world?

  • @tobiasnilssenopedal6660
    @tobiasnilssenopedal6660 ปีที่แล้ว

    How can I go from color to black and white mid-game (on a button press)

  • @ty1978
    @ty1978 9 หลายเดือนก่อน +1

    What if you wanted to use this method on decals? Black and white scene but with blood decals still showing red?

    • @fwanciboi
      @fwanciboi 3 หลายเดือนก่อน

      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

  • @lukethedukea380
    @lukethedukea380 3 ปีที่แล้ว +2

    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?

    • @thegamedevchannel3063
      @thegamedevchannel3063  3 ปีที่แล้ว

      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!

  • @bimDe2024
    @bimDe2024 5 หลายเดือนก่อน

    Thanks a lot.

  • @yanyo99
    @yanyo99 4 หลายเดือนก่อน

    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!

  • @kingwrightdev
    @kingwrightdev ปีที่แล้ว

    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.

  • @KramGamesOfficial
    @KramGamesOfficial 8 หลายเดือนก่อน

    thank you!

  • @KillakLP
    @KillakLP 10 หลายเดือนก่อน

    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?

  • @최장우-k9n
    @최장우-k9n 2 ปีที่แล้ว

    Thank you sir!! you save me!!

  • @Definyyy
    @Definyyy 11 หลายเดือนก่อน

    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?

  • @IvanReel
    @IvanReel ปีที่แล้ว

    Nice. Saved me. Cheers

  • @siwatchphanratisra2408
    @siwatchphanratisra2408 2 ปีที่แล้ว

    thank you

  • @llYuki0okami
    @llYuki0okami ปีที่แล้ว

    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?

  • @f00l3
    @f00l3 3 ปีที่แล้ว +1

    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?

    • @thegamedevchannel3063
      @thegamedevchannel3063  3 ปีที่แล้ว +2

      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!

    • @刘禹韬
      @刘禹韬 3 ปีที่แล้ว

      @@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?

    • @normalST13
      @normalST13 2 ปีที่แล้ว

      @@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.

    • @mikov36
      @mikov36 2 ปีที่แล้ว

      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.

  • @ibie7881
    @ibie7881 3 ปีที่แล้ว

    yess thank you

  • @ty1978
    @ty1978 9 หลายเดือนก่อน

    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! :)

    • @Fkriget
      @Fkriget 9 หลายเดือนก่อน

      bump the stencil value to >10, works for me!

  • @killadamgamer
    @killadamgamer 3 ปีที่แล้ว

    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?

    • @dondahighhh12
      @dondahighhh12 8 หลายเดือนก่อน

      yes you could. you have to use Dynamic Material Instance and get cast to the PostProcess actor.

  • @Adrianowski96
    @Adrianowski96 2 ปีที่แล้ว

    Hey is there a way to make everything normal but just objects black and white?

    • @Sunchaserstudios
      @Sunchaserstudios ปีที่แล้ว

      this is what im looking to do as well. Want the sky to stay blue...

  • @axelman0316
    @axelman0316 3 ปีที่แล้ว +1

    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 ?

    • @simondelguste
      @simondelguste ปีที่แล้ว

      Hello there ! Any answers on that ? Thank you so much for your answer ! :)

    • @axelman0316
      @axelman0316 ปีที่แล้ว +1

      @@simondelguste hi ! Sadly I switched to Unity so I don't remember the answer, hope you find it !