Material Overlay - Everything You Need to Know - [UE5]

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  • Опубліковано 1 чер 2024
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    Hello, fellow Unreal-er-engine-ers! Today we're looking at a fabulous feature introduced in Unreal Engine 5.1. It's a real banger, even in its first iteration. I'm sure this system will be expanded upon in the future. We're also going to look at some performance tests and some little tidbits you won't have known until now.
    Enjoy!
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КОМЕНТАРІ • 61

  • @ceps_________________________1
    @ceps_________________________1 3 місяці тому +3

    What kind of golden channel I just found
    This guy is amazing, thank you so much for everything

  • @neilthom8349
    @neilthom8349 Рік тому +8

    Damn, just found your videos after getting into Unreal w/ Blender recently and the amount of knowledge you've shared is insane. Thank you!

  • @StevenDiLeo
    @StevenDiLeo Рік тому +2

    Always learning great information from you. Love your teaching style. Thanks as always Charlie!

  • @artkalm
    @artkalm Рік тому +1

    Man, you are god! I didn't even know about setting data float by index instead of creating dynamic material instance. Best solution from best teacher. Thank you!

  • @masterybegins
    @masterybegins Рік тому +2

    Can't wait to switch to UE 5.1 to try this and the new enhanced input system. Amazing content btw and a true Sigma at 2:00

  • @neriverso
    @neriverso 11 місяців тому +1

    Man, I love your content!

  • @RmaNYouTube
    @RmaNYouTube Рік тому

    This channel's knowledge is deep man!

  • @paahdin
    @paahdin Рік тому +1

    Awesome Sauce!

  • @LudvikKoutnyArt
    @LudvikKoutnyArt Рік тому +5

    Your room lighting looks as if you constantly were about to be arrested.

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +1

      Hahaha I should make the lights alternate flashing as well :P

  • @mattfox9252
    @mattfox9252 Рік тому +9

    Epic should totally add slots to this, it would be great for making taut clothing or perhaps even cool trail effects, and of course the outlines!

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +6

      Definitely. There's a lot of potential for awesome effects, although there is a lot of potential for performance abuse :P

    • @mattfox9252
      @mattfox9252 Рік тому +1

      @@PrismaticaDev I think a Fresnel with an inverse hull would make a pretty sweet 'gradual' glow :)

    • @Navhkrin
      @Navhkrin Рік тому

      I think that is the purpose of upcoming "Strata" materials

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      @@Navhkrin I think Strata is more so that you're able to blend different shading models in to the one shader, like Opaque, Subsurface and Translucent with a "strength" amount. I could be wrong, however

    • @actionbased9039
      @actionbased9039 Рік тому +1

      ​@@PrismaticaDev Hi! I have a question for you and I figured you would be able to help me since your channel mostly focuses on this area of things.
      I wanted to know if its possible to have a WPO Shader animation only cycle if the mesh that the shader is set to is moving. What I'm saying is that I want the animation to stop moving if the mesh itself is not moving and vice versa. This is opposed to how everything already works where Shader animations automatically start cycling the moment you set them.
      I understand how to use Panners and Timers already, but for my project its important that certain animations move along with the characters. Given how advanced the shader system is in UNREAL I suspect that there is definitely a way to do this without having to program it in Blueprint.
      If you still don't get what I mean though, the best example that I can give you to help understand what I'm trying to do is how in Blender there is a setting with the Grease Pencil Noise modifier called: Randomize. Having Randomize turned on means that the noise animation on outlines will play automatically when the timeline is moving, but when you turn this setting off the noise animation only cycles so long as the camera is moving or if a mesh object itself moves. If you know anything about this the help would be greatly appreciated.

  • @AMobOGobos
    @AMobOGobos Рік тому

    Excellent content! I have been looking for an outline style similar to what you show in the into. Have you done a video on it, or know of a good one?

  • @YognaughtAce
    @YognaughtAce Рік тому +1

    thank you for the tutorial on how to change the parameters in the dynamic material instance, ive been trying for a bit but just couldn't get it to work with my own limited experiance

  • @RmaNYouTube
    @RmaNYouTube Рік тому +1

    was curious from the moment it was announced in UE 5.1, but no other place explained it better than here! even the official documentations.

  • @Liquidkapu
    @Liquidkapu Рік тому +2

    You should try modifying the pixel depth offset if you want to render things in front of other things.

  • @Atharv0812
    @Atharv0812 Рік тому +3

    Gonna use this in my current project 🔥.

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +1

      It's a banger! I hope they keep updating it

  • @MaMa-rc4eo
    @MaMa-rc4eo 9 місяців тому

    damn yesterday i was searching for soo long to find a feature like that xD how did i not find this

  • @gauss-arts
    @gauss-arts Рік тому

    Oh this is extremely useful. I've been trying to come up with a system similar to Dark Souls' phantom/invader colors and this feature looks like it'll save me a lot of hassle there.

  • @user-xb2fw1rr5b
    @user-xb2fw1rr5b 11 місяців тому

    这个功能很棒!我很高兴我在这里学到了一些有用的知识

  • @arthurbulhak1266
    @arthurbulhak1266 Рік тому +8

    This feature is very useful and most importantly - straightforward. I suppose Epic decided to limit it to 1 slot because of some VRAM and RAM leak issues since release of UE 5. Unfortunately resource usage is the main cons of the current engine, but it is worth all the fancy additions over the UE4.

  • @as101345207
    @as101345207 Рік тому

    Sweet segue brother

  • @EvilDogFilmsOfficial
    @EvilDogFilmsOfficial 8 місяців тому +1

    I literally clapped and did a loud YEEESSS at the Custom Data bit hahaha, so cool, thank you so much for many many useful and very well put tutorials

  • @hotsauce7124
    @hotsauce7124 Рік тому

    Request: Can you make a video on keyframing Atlas textures in Sequencer? For example, if an animator wanted to keys frame certain quadrants in a texture atlas in Sequencer? Not necessarily run through the atlas from Quadrant00 to Quadrant99. But pick and choose which atlas quadrant to display and key frame it in Sequencer. THANK YOU FOR THIS MATERIAL OVERLAY VIDEO!!!!!!

  • @nito331
    @nito331 Рік тому +2

    Ilove your artstyle, is there any other games out there with a similar artstyle?

  • @DoctorMGL
    @DoctorMGL Рік тому +4

    everytime i see that long hair i remember the lord of the rings lol

  • @sebastiandussault424
    @sebastiandussault424 7 місяців тому

    Hello, great content btw. Im using UE5.3 and I cannot change dynamically the parameter of my Overlay material. I've created a dynamic material and set it to the Material Overlay as in your tutorial but it doesnt update. Any suggestions?

  • @antoine_nedelec
    @antoine_nedelec 4 місяці тому

    Is it possible to make a static mesh partly translucent with an overlay material (independently of his current materials) ?

  • @The_Matrix_I_Am
    @The_Matrix_I_Am Рік тому

    Is it possible to make overlays for OBS from unreal engine 5? Basically a HUD overlay that is only animated, not interactive; on a loop, and saved as a webm file.

  • @user-sw3br7qq1r
    @user-sw3br7qq1r Місяць тому

    Is that possible work after smooth the mesh in shader ? Some anime style character will need the outline when mesh is smooth because the Continuous outline but still keep the mesh hard's normal

  • @muerrtee
    @muerrtee Рік тому +2

    Wheee I'm gonna use this instead of the post process outline material 👍👍👍

    • @Atharv0812
      @Atharv0812 Рік тому

      I wonder which method is more efficient 🤔

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +4

      Good call! Post-process outlines can be quite overkill, since you're applying it to the entire screen (even if it only looks like it's affecting a portion of it)
      The only benefit of a post-process/stencil outline is that it's guaranteed to make a clean outline. Using a inverse hull can leave some bits un-shaded (the capes on the characters in the video thumbnail, for example)

    • @IPpainting
      @IPpainting Рік тому

      @@Atharv0812 PP is alot more expensive

  • @LookItsCollin
    @LookItsCollin Рік тому +1

    Charles rocks

  • @notfabiantapia8942
    @notfabiantapia8942 Рік тому +1

    I,m in the future and still hasn't change.

  • @RainsalotProductions
    @RainsalotProductions Рік тому

    you should do a video on material layers please

  • @acrolsang4326
    @acrolsang4326 Рік тому

    Great video! But i've come across this problem, Is there a way to set parameters on an overlay material?

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      It's in the video :) No skipping!! Haha

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      9:35 for regular parameters, and later on in the video we talk about setting parameters through Custom Data

  • @Punisher1992
    @Punisher1992 Рік тому +1

    cant we just in c++ copy the overlay material code, and add it to sk_mesh to have 2? or as many as we want?

    • @PrismaticaDev
      @PrismaticaDev  Рік тому +1

      Probably, yes haha. But I’d prefer not building from source, it can make updating very hard

  • @user-ed7lp4er6m
    @user-ed7lp4er6m 5 місяців тому

    can you create more than one material overlay?

  • @xabunoxx2850
    @xabunoxx2850 Місяць тому +2

    Sadly still only 1 slot, in 5.3

    • @PrismaticaDev
      @PrismaticaDev  Місяць тому

      Very sadge :( might have to write a plug-in for it! Haha

  • @gnom_anonim
    @gnom_anonim 6 місяців тому +1

    Hey dude how to make it work with nanite

    • @PrismaticaDev
      @PrismaticaDev  6 місяців тому +1

      Not sure, I haven''t used Nanite for anything yet. If you figure anything out let us know! :)

    • @redtroll80
      @redtroll80 2 місяці тому

      @@PrismaticaDev nanite doesn't support translucent effects sadly

  • @michaelpease2103
    @michaelpease2103 4 місяці тому

    "apologies to your eyeballs"
    -Deletes it immediately

  • @solid-river
    @solid-river Рік тому

    Looks like its not working with nanite tho?

    • @PrismaticaDev
      @PrismaticaDev  Рік тому

      Hmmmm. I'm not surprised haha although I'm sure it will further in the future.

  • @maxyentertainmenttv5920
    @maxyentertainmenttv5920 8 місяців тому

    How can I download your game ?

  • @muqtada6611
    @muqtada6611 Рік тому

    Sadly its not work with ue4

  • @jommjustonemoreminute6977
    @jommjustonemoreminute6977 4 дні тому

    Sadly, yet another thing that doesn't work with nanite :(