Outline Post Process Effect in Unreal Engine
We are going to learn how to use post-process inside Unreal Engine and also explore how to create outline effect.
Outline Post Process Effect in Unreal Engine can be used for stylized game art style and also for interesting transition effects.
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#UnrealEngine #Effect #Materials
ue4 post process outline ue4 ue4 post process tutorial
Пікірлер: 35
thanks , this tutorial gave me an idea,separating two overlapping maps with a post process like a portal
Awesome tutorial! Tell me, is it possible to somehow make the back faces visible as well (as if the meshes themselves are invisible and only their frame is visible)?
Thank you!
This is pretty mind blowing 🤯
This is an awesome effect! Thank You very much for this! Exactly what I needed for a project I'm working on. I just wanted to ask, is there any way to be able to put the camera within the spehere and the effect works? As not if You go inside, the effect disables?
You're a legend! 🙏
Thanks bro
how can i apply this to my camera and thankyou very much for this
Very good joob man, i nneed for system process dark ambiance , thanks you, you are a big pro, for explications and demonstration
Hello! how would this node graph look if i wanted to mask out certain actors? The mask would just be the characters original color before post-processing
I need just round all hard edges this metode works for it?
it looks cool
@UpsideDownTutorials
2 жыл бұрын
Thanks
Hi Sir,very good job with this effect and i have a question is possibole a tutorial for make this effect in all proyect not only by sphere of other mesh ??.Congratulations of new
@danieltzriker
Жыл бұрын
Just put the mesh in front of the player's camera
i want to dissolve my whole level by post process how can i do that? any tut?
Hey! I tried this out as a material to outline items that can be picked up, it looks great thanks! I'm having a problem tho: when a light source is behind this material and bloom is enabled, it is extremely bright! Would you know how to fix that? Thanks!
@user-vp3lb6qu7x
Жыл бұрын
I also encountered the same problem.😮💨
@ozcanozteke284
Жыл бұрын
@@user-vp3lb6qu7x Didn't find a solution for that problem unfortunately, I worked around it a bit, the problem is still there but players won't notice in my case
Amazing, this is so useful! But I have a problem, the skybox shows its geo when its seen through the PP, do you know how can i solve that?
@UpsideDownTutorials
2 жыл бұрын
Thank you, regarding the issue I tough about it and one solution will be to put a distance limit using distance field parameter.
@vrai_
Жыл бұрын
@@UpsideDownTutorials I got it working but not a consistent result, can someone show the way?
COOL
I’m trying to wrap my head over the outline section of the graph. Why do we need the 4 copies of our calculations and adding them together in the end? We multiple SceneTexelSize with 0,1 1,0 0,-1 and -1,0 and I don’t exactly know why that is or what it’s trying to achieve. I assume it’s to cancel something out in the end to create the outline, but I’m not sure how that is.
@PsyCoCinematics
Жыл бұрын
I might be wrong, but based on another outline tutorial, you can pull a similar effect (just the outline aspect) by only doing the opposite diagonals. So 2 instead of 4. Problem is the two missing diagonals, while the item still looks outlined, it is a bit 'off' or thin. By doing all four sides you completely 'wrap' the edges with an outline effect.
is it possible to make different buildings different colors or will it all be the same?
@G3N0FX
10 ай бұрын
Hey, i had the same idea, did it work?
Hi, I follow step by step with this tutorial, but when I on the step 8:25, my material show whole black without depth, is it some setting I missing?
@Chaolice
5 ай бұрын
You need to change the emissive_color to something else than black
On UE5, if you want to just add outlines to your scene and keep the original color, you can: - Clamp the final value between 0 and 1. This will avoid glow effects and give you a mask where white values are the outlines and black values everything else. - Use the clamp value to drive the alpha of a lerp. - You can put the Scene Color node in A to get the original color of the scene. - In B, you can add a constant 4 parameter for your edge color. - Plug the lerp to your emissive color and you'll have the desired effect.
i tried this on unreal 5, it is not working, is it because it dosent work on Ray tracing? or if there is any way could make it work on UE5? Thank you very much~!
@Gierownik_Studios
10 күн бұрын
works for me
🎉🎉🎉
genshin impact map?