Ever since I first wrote about creating object outlines in Unreal Engine 4 I have wondered if it was possible to render them as soft outlines instead of harsh binary lines. Overall it came to be too costly to come with a decent solution and so I stuck with the binary outlines you may have been in several of my earlier posts.
Looks pretty decent, right? The effect is more expensive than the binary outlines since we perform several blur steps in the SpiralBlur-node to get to look decently smooth. Without going the custom engine route there is no way to downsample the post-process step where we sample and blur the information from the Custom Depth buffer. Later in this post I will talk about performance of the effect itself. The built-in implementation takes the scene textures and over several iterations creates….
The default settings are at about iterations, which is pretty heavy! The node graph for it is reasonably simple and most of the logic happens inside the custom node which I added as a code sample below. You will want to keep the DistanceSteps and RadialSteps as low as possible while maintaining a smooth edge. To conclude, the answer is yes! I imagine there may be more efficient ways of blurring the custom depth buffer to get similar results, I simply leveraged the available shader code to quickly get to a proof of concept.
Automatically get new tutorials, free downloads, and other Game Dev content from me straight in your inbox! Hi Tom,thank you for this effect. May I ask you to answer this issue? Cesar, did you manage to solve this? Hope that helps.
Rendering Soft outlines in Unreal Engine 4
I can achieve this using your other outline setup, by just adding a oneminus after the Determine Occlusion set of nodes, and then multiplying that just before the lerp input, that worked great for that.
I see this is already occluding against the mesh that has Custom depth switched on. This really was just a proof of concept on the softness of the outline. The current material has compilation errors, so it will not render correctly in feature level SM5. Are you sure you wish to continue? Looks like you may not have specified any inputs in the node itself see SpiralBlur in the engine on how that works.
Seems that its complaining for the UV property is not connected, although you do not have it in the image either, so, there must be something I am doing wrong.
Click on the main node in your material to access the properties and change it to be a Post Process. This will expose ONLY the emissive channel. If I remove that duplicate line from the code that goes in the custom node I get a bunch of other errors about missing declarations and not found Intrinsic functions.
I tried this out in both 4. Any way you could either send me a copy of the function or help me get it working? Much appreciated!
This site uses Akismet to reduce spam. Learn how your comment data is processed. Conclusion To conclude, the answer is yes!
Any idea why? I cant get the material function to compile cuz of this. Hi Tom, this effect looks really good but unfortunately I get compiler errors in 4. Thanks and best regards, Daniel.
An info on that would be awesome Tom Aaron. Hi Tom! May I ask you to answer my previous question?Material Expression Reference.
Material Editor UI. Commenting Material Expression Networks. Adding Descriptions to Individual Nodes. The Material Editor is a node-based graph interface that enables you to create shaders that can be applied to your geometry, such as Static and Skeletal Meshes, or with other systems such as Cascade to create interesting materials.
Throughout this page, you'll learn about some of the functions you can perform along with general good practices to follow while using the Material Editor, such as using the Comment boxes to call out what a specific section of your material network is doing, using reroute nodes to clean up the pin wires making your network easier to read, what do when you get errors in the material statistics window and more.
The Material Editor can be opened by double-clicking any Material asset or through the right-click context menu of a Material asset in the Content Browser.
When performing either of these operations, that particular Material will open in the Material Editor for editing. Using Comments are a great way to document what your Material is doing, making it easier for you and others to understand what is going on within a complicated material graph.
There are two ways you can add comments to your Materials; by adding text to the individual node using the Desc property or its comment bubble Every material node contains a Desc property that is available through its Details panel. This property exists as a way for artists to add an explicit description of what a specific node is doing.
When this property is used, the text will appear in the text bubble as you hover over the node. Select it from your material graph and then from the Details panel, locate the Desc property to enter your text into. Hover your mouse cursor over the node and click on the Text Bubble Additionally, if you'd like the comment to always be visible, you can click the Push Pin button in the text bubble for it to remain visible and not minimize when you are no longer hovering over the node.
Comments are another way to make descriptive notes about what certain parts of your material network are doing.
Creating them will enable you to stretch a comment box around a group of multiple nodes, making this a perfect way to describe entire sections of a network rather than using the Desc property to describe individual nodes. The comments are displayed as banners of text along the top of the comment box. This text will not scale with the graph's zoom level, so even when zoomed far away, you will still be able to read the comment descriptions. Press the C keyboard shortcut while the mouse is over the Material Graph.
If you have any nodes selected in your graph, the comment box will scale to encompass the selection. You can right-click and use the Material Graph context menu to select New Comment and add a comment box. Any nodes that are captured within the comment box can be moved by dragging on the group comment text, thus moving any nodes with it. Colors of the comment box can be adjusted for those more visually inclined.More results.
In my football simulation game, I need the player's names and numbers to appear on the back of the shirts. What would be the best way to use that property and then display the name on the shirt?
The shirt is it's own material and part of a multi-material character model. I found this question looking for the same thing. I wanted a good way to do a Skyrim-like book with pages that aren't flat.
In your case, you could probably use a flip-book node for each letter, but it'll get a bit messy. You'd need to create a really complex material node just to pull it off. Essentially, you'd have a flipbook texture with all of your characters, and then you'd call up the coordinates for each letter one by one, adding to the text mask as you go. This would all go into a dynamic material, and you'd still have to figure out how to convert your database text into something that can be plugged in to a material.
Luckily you don't have to worry about lower case or symbols. Attachments: Up to 5 attachments including images can be used with a maximum of 5. Answers to this question. Texture based decals affected by primitive color based. How Can I add rust to my metal floor? Not Vertex Painting or Decals? Text material turns worldgrid each editor restart. Deferred Decals disappear when player is near.
Search in. Search help Simple searches use one or more words. Separate the words with spaces cat dog to search cat,dog or both. You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Drawing text onto material. The shirt is it's own material and part of a multi-material character model Any help would be appreciated.
Product Version: Not Selected. Hi guys, its been 3 months, any ideas? AurelTristen Nov 17 '15 at AM. Don't forget to report back if you figure something out!Rendering text in a material. Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next. Rendering text in a materialAM. Hi, I hope this is the right forum for asking this question. I'm new to the engine and I'm trying to build a simple puzzle game. Each block would have the number displayed on one of the faces of that box.
I have no idea on how to project text on an object, also I would like it to be one material for all the cubes and have the text given as a parameter. I assume its a pretty easy task for an experienced user. I would really appreciate your help, Amit. Tags: None. Doing this in material only is not easy task, so if you insist or if its really that you need it as material, we can dig into that later There is "render text" component.
You could make your block plus render text actor as single blueprint, expose on spawn text to render. Then manipulate those blueprint actors instead off blocks. Create variable that holds text to display, and maybe second for text color etc. Expose them to editor and on spawn. But if you want more than ish of those blocks then indeed you need single mesh with material per one.
So if you really need that display digit material: - give me exact shape of block, ie dimensions if its box, - which faces and orientation you want to have digits displayed, this is needed for uv mapping of mesh If i have time this weekend i can make mesh, material for it and uv layout texture.
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Comment Post Cancel. I added an image that shows what I'm trying to achieve. Basically for starters I want it to be as simple as I can in order to distinguish between the tiles so I can test my game logic.
Later on I might want to change the size of the puzzle and the material for the tiles and board have different sets and maybe even replace the text with parts of an image. What do you think would my the simpler choice in order to get this working as fast as I can? Last edited by aofer ;AM. Ahh so you need instanced material with x,y for face. Then you need picture that has all pieces of image or numbers.
Brute force method is making 16 boxes each covering different part of image, but that's lame and inefficient. Keywords you are looking for to use in google are "unreal atlas material" Your case is the simplest version of it all. I guess if I make this a texture atlas I can use a texture atlas for the numbers and a different texture for the wood for example and combine them both somehow.
Font Materials and Outlines
I guess I should really watch some basic materials tutorials. Up until now I only focused on programming and blueprints. For your game, if you use render text actors, you are stuck with text.
If you make material you can have any picture as puzzle. That is why i suggested material way. You can always skip whole material panning trickery. Make array of your boxes in 3d application, select them all and apply 1uv space to top surfaces You get picture nicely cut and apply do top surfaces. But material atlas is more flexible.
There may be some dedicated material function now that does what i described.I couldn't make sense of my own work - wires running everywhere, material expressions all over the place. It took me few hours to sort it all out and it wasn't a very complex material. I can't have this happen again. It is my own material and I couldn't understand what the hell I did. Even worse, if I had to give that material to anyone else they wouldn't know what to do with it.
We probably wouldn't be friends any more. So here are 3 ways I organize all my materials in UE4. I now know what everything does and if I come back to it months later I'll continue where I left off.
Each material expression can have a description that will be visible inside the Material Editor. A description can be added to any expression. Another way to add a description is go to Details panel and under Desc field, enter your text. Adding comment boxes around a series of expressions is probably the best way to organize your materials. Left-Click Hold and Drag a marquee selection around series of material expressions.
Do this to a series of expressions that perform something within the Material Editor. Reroute nodes are a way to create an "extension cord" functionality from which you can drag additional wires from. Below I have wires running from a single Clamp that goes through the entire material setup.
This creates chaotic visual mess. You can then reposition this Reroute Node and use it to connect to other Material Expressions helping you create a better visual wire flow:. Also, you can Left Click Hold and Drag a wire from a material expression then let go of the mouse button. Search menu will pop up. Search for Reroute and insert it:. Visit this page for more info about the guide My name is Alex Galuzin. I am self-taught level designer, game environment artist and the creator of World of Level Design.
I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers. On World of Level Design you will find tutorials to make you become the best level designer and game environment artist.
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All content is based on my own personal experimentation, experience and opinion. Template powered by w3.In this Unreal Engine 4 tutorial I will cover the creation of a Parabolic distortion effect on your 2-dimensional HUD, without the use of an expensive and frankly, quite blurry 3D Widget component. Create a brand new Material in your Content Browser.
Now, set up your graph exactly like this, with these values and parameter names, and plug it all in as shown here. This is the most complicated part, the rest is easy! Full Size Image Here. There are two very important variables here. Create a Canvas Panel and make sure all the stuff you want curved is placed inside it.
You did it! Impress your friends. Thanks for reading! I only have one little issue that: my textures and all HUD elements have black borders now. Like Like. Hey Emir, glad this could help! Amazing tutorial! But how did you shift to screen coordinates? Some people use inertial math, but I found a super simple way to achieve a similar effect. I made a Scene Component blank component on my character blueprint that floats out directly in front of their camera on a spring arm so it sways aboutand then I tell the HUD on Tick to match the world coordinates to screen coordinates.
Hey, I was wondering how could it be possible to give curve effect based on its position on the canvas panel? It would save lots of effort Thanks! That gets into shader math which is not really my forte. By mistake I wrote 1. Aside from my own stupidity, this was VERY helpful.
My sincere thanks.November 07, This is part 3 of the tutorial series I am doing on how to create an open world game with unreal engine. In This episode, I will explain how to implement toggle run-walk and sprinting into our third person character using animation blendspaces and animation blueprint. Player can toggle the character running and walking using caps-lock and sprint by holding down left shift key. All the animations and characters are from mixamo.
Following video explains the main process you have to follow and only the things which require additional explanations are explained in the article. Post a Comment.
November 20, This is the part 15 of the tutorial series I am doing on how to create an open world Game in unreal engine. In the previous part, we created a landscape grass output which can spawn grass and some other bush type meshes based on the landscape material layer painted.
This time, let's implement a method to erase those automatically spawned grass meshes wherever we need. Because, ability to remove grass wherever we need is essential in level design process. Landscape Material with No grass layer. Highlighted area represents the changes i have done compared to last material we had.
Landscape material layers Thank you for reading the article, Feel free to raise any concerns here, or in youtube channel or in the following facebook page. Join my facebook game developers club here : gamedevelopersclub Next :.
Read more. This is part 6 of the tutorial series I am doing on how to create an open world game with unreal engine. In this episode, how to create an automatic landscape material with ground slope based material layer blending and how to override and paint custom material layers on top of automatically painted material layer.
November 09, This is part 10 of the tutorial series I am doing on how to create an open world game with unreal engine. In this episode, i'll explain how to get rid of the tiling effect we got with the landscape material we created in the last episode. In the next episode, i'' explain how to blend noise with the texture to further reduce tiling Those are the points i thought would require further explanations.
Join my face.