The plugin is already in early access. Itch.io - petyu.itch.io/uedatamosh Unreal Marketplace - www.unrealengine.com/marketplace/en-US/product/c640e7f0548c40adbfa09d3358334ad7
Hey! Was thinking of having a data mosh effect for a CG movie I am making. 1. I was curious if there's a way of having elements stay unaffected by the datamoshing like for example the characters are walking through an environment and only the environment gets affected or vice versa? 2. If an updated version will be released soon for the latest UE 5.4.3. Many thanks and great work it looks amazing! EDIT: Just saw you're working on the update and "isolate" feature. Super cool. I am subscribed and will keep an eye out for release!
Hi, thank you so much! I updated the plugin to the latest version yesterday. This is definitely possible and has already been partially implemented in the latest plugin update. The only thing missing is reading the custom stencil value for more flexible control of the effect's behavior when using custom depth, and I'll try add that soon.
I tested it, and it works well, it has some bugs but it would be interesting to have the effect in post-processing and have some way to work as if it were from a video, not very strong but present in the image, because the effect is very strong in every way, even changing the settings
and also have an option, for example in 'Pseudo-random cubic noise function' mode, to be able to choose a percentage of the blocks that will have the dadamosh effect (example) 50% - half of the blocks will have the effect
thanks a lot for the feedback, I really appreciate it! ❤ have you tried using the Set Datamosh Factor and Set Datamosh Noise Intensity nodes? (or console commands) setting the Datamosh Factor to around ~0.9 will give a milder overall effect, so the Datamosh Noise Intensity to around ~0.75 should give more weaken noise
Hi! The effect is pretty easy to use. After installation, you just need to activate it using the Toggle Datamosh blueprint function or by using the console command r.Datamosh 1. The rest of the functions are described in the documentation - docs.google.com/document/d/1By_e7WcgavQYuscnc3StirpjPEhltuXiff9-FEz8W0I/edit?usp=sharing
Hi! I am interested in this plugin, but I'm wondering if it can be used to create a persistent echo effect rather than specifically datamoshing. I'd like an effect that essentially creates a smearing light effect like film with light streaks at a low shutter speed. So essentially active constantly, but always blending off the frames on top of the regular scene color?
yep. it's like we copy SceneColor, perform our magic, and then copy the result back to SceneColor, which is then used by all the other passes in the pipeline
@@SyntasLevel788 well I’m not very familiar with the technical aspects of lumen gi, but no, I don't think so. here’s a test - ua-cam.com/video/CdLl6bi1JAs/v-deo.html
would love a tutorial on this
This is one of the best things I have ever seen. Holy shit
The plugin is already in early access.
Itch.io - petyu.itch.io/uedatamosh
Unreal Marketplace - www.unrealengine.com/marketplace/en-US/product/c640e7f0548c40adbfa09d3358334ad7
Hey! Was thinking of having a data mosh effect for a CG movie I am making.
1. I was curious if there's a way of having elements stay unaffected by the datamoshing like for example the characters are walking through an environment and only the environment gets affected or vice versa?
2. If an updated version will be released soon for the latest UE 5.4.3.
Many thanks and great work it looks amazing!
EDIT: Just saw you're working on the update and "isolate" feature. Super cool. I am subscribed and will keep an eye out for release!
Hi, thank you so much! I updated the plugin to the latest version yesterday.
This is definitely possible and has already been partially implemented in the latest plugin update. The only thing missing is reading the custom stencil value for more flexible control of the effect's behavior when using custom depth, and I'll try add that soon.
very good keep going
I tested it, and it works well, it has some bugs but it would be interesting to have the effect in post-processing and have some way to work as if it were from a video, not very strong but present in the image, because the effect is very strong in every way, even changing the settings
but it looks like a datamosh, congratulations
and also have an option, for example in 'Pseudo-random cubic noise function' mode, to be able to choose a percentage of the blocks that will have the dadamosh effect
(example) 50% - half of the blocks will have the effect
thanks a lot for the feedback, I really appreciate it! ❤
have you tried using the Set Datamosh Factor and Set Datamosh Noise Intensity nodes? (or console commands)
setting the Datamosh Factor to around ~0.9 will give a milder overall effect, so the Datamosh Noise Intensity to around ~0.75 should give more weaken noise
@@user-mo3zy9mq3r Yes, I changed it on the console, but my game cannot be played because it scrambles the image too much
Hello how do i get started with this effect , tutorial plz
Hi!
The effect is pretty easy to use. After installation, you just need to activate it using the Toggle Datamosh blueprint function or by using the console command r.Datamosh 1. The rest of the functions are described in the documentation - docs.google.com/document/d/1By_e7WcgavQYuscnc3StirpjPEhltuXiff9-FEz8W0I/edit?usp=sharing
@@user-mo3zy9mq3r thankssss
can you make a video on how can we use your plugin in UE5?
Yes, new update is ready, so I'm recording footage and preparing the script for the tutorial
@@user-mo3zy9mq3r thanks buddy, planning to make a game using this stuff 🔥
Hi! I am interested in this plugin, but I'm wondering if it can be used to create a persistent echo effect rather than specifically datamoshing. I'd like an effect that essentially creates a smearing light effect like film with light streaks at a low shutter speed. So essentially active constantly, but always blending off the frames on top of the regular scene color?
Hey!
Hmm, I think I got your idea. Is this - ua-cam.com/video/YE4r-0PGrCU/v-deo.html similar to what you have in mind?
Does this datamosh use render target?
yep. it's like we copy SceneColor, perform our magic, and then copy the result back to SceneColor, which is then used by all the other passes in the pipeline
@@user-mo3zy9mq3r Will the render target with lumen cause a big loss of performance?
@@SyntasLevel788 well I’m not very familiar with the technical aspects of lumen gi, but no, I don't think so. here’s a test - ua-cam.com/video/CdLl6bi1JAs/v-deo.html