The 100 extra units is because there's a default 100 units of "blend radius" on the post process component, if you change that to 0 you can set the collision's Z to 1000. The blend radius is used to fade in the post process, but because you're using a material that uses certain features it doesn't support this fading. I also believe the velocity output setting prevents ghosting when using TAA/TSR velocity outputs are used to correct ghosting issues.
Hi, Neal. I am having a strange issue that has been with me for several episodes. It involves lighting. The inside of the cave is very bright, and I can't find any more holes to plug. When I darken it, it makes the outside nearly impossible to see. This has now extended to this water tutorial. I have two screenshots that I will send you. When underwater at a certain depth, it looks amazing. When walking up to a higher level or looking up from a bit higher level, it turns very bright, and everything is yellow. It's as if the cave is flooded with bright sun. Any ideas. I'm going to continue on but would love to have a resolution for this. Thanks.
I suspect it's related to your post process volume, minimum brightness and maximum brightness. Can you try fiddling with those settings and see what you get?
Important note: As of the time I'm writing this comment, the official water plugin post process material DOES NOT respect camera fade (in the player camera manager). The post process material will be drawn ON TOP of the camera fade! It seems that setting "blendable location" in the post process material to something earlier than the tone mapper will fix that issue, but completely change the colors of the material. . . A water shader that I got off of the marketplace had it's post process material "blendable location" set to "Scene Color Before DOF" and it respects the camera fade. The "official" post process material has it's set to "Scene Color After Tonemapping" -- and that does not seem to play nice with the built in camera fade. Edit: Oh, and if your PP material isn't set to "Before DOF" then it will cause your blurred edged to become sharp again since the PP material will be applying it's changes after the blur has already been applied. My underwater DOF blur looks a lot better now that the material is set up correctly! Edit: That's all a lot of rambling, but the simple bottom line is this: Make sure your underwater post process material is set before the tonemapper if you are using a camera fade, and before the depth of field if you are using depth of field :) Note: changing the blendable location like this will (at least in my case) change the color space of the output (and the input?) Before DOF uses Linear colors and After Tonemapper uses (something else ?) You may need to adjust nodes in your graph and pick new colors to make everything look nice, so heads up.
The 100 extra units is because there's a default 100 units of "blend radius" on the post process component, if you change that to 0 you can set the collision's Z to 1000. The blend radius is used to fade in the post process, but because you're using a material that uses certain features it doesn't support this fading.
I also believe the velocity output setting prevents ghosting when using TAA/TSR velocity outputs are used to correct ghosting issues.
Thanks!
Tfff😂 I've seen the first video just now. I'm considering learning unreal after university. Thank you so much in advance!
thanks dude really good vid
6:20 yes, you have a good eye
pls could you make some fluid river, water obstacle rocks, I make material based distance mesh but look terrible
This is pretty good (look up Tharlevfx on UA-cam) and is free: vimeo.com/188064110 www.unrealengine.com/marketplace/en-US/product/water-materials
@@NumenBrothers I see this before, I thing good idea will be using niagara simulation but i just start learning niagara and dont know how make this
Hi, Neal. I am having a strange issue that has been with me for several episodes. It involves lighting. The inside of the cave is very bright, and I can't find any more holes to plug. When I darken it, it makes the outside nearly impossible to see. This has now extended to this water tutorial. I have two screenshots that I will send you. When underwater at a certain depth, it looks amazing. When walking up to a higher level or looking up from a bit higher level, it turns very bright, and everything is yellow. It's as if the cave is flooded with bright sun. Any ideas. I'm going to continue on but would love to have a resolution for this. Thanks.
I suspect it's related to your post process volume, minimum brightness and maximum brightness. Can you try fiddling with those settings and see what you get?
Important note:
As of the time I'm writing this comment, the official water plugin post process material DOES NOT respect camera fade (in the player camera manager). The post process material will be drawn ON TOP of the camera fade!
It seems that setting "blendable location" in the post process material to something earlier than the tone mapper will fix that issue, but completely change the colors of the material. . .
A water shader that I got off of the marketplace had it's post process material "blendable location" set to "Scene Color Before DOF" and it respects the camera fade.
The "official" post process material has it's set to "Scene Color After Tonemapping" -- and that does not seem to play nice with the built in camera fade.
Edit:
Oh, and if your PP material isn't set to "Before DOF" then it will cause your blurred edged to become sharp again since the PP material will be applying it's changes after the blur has already been applied. My underwater DOF blur looks a lot better now that the material is set up correctly!
Edit:
That's all a lot of rambling, but the simple bottom line is this: Make sure your underwater post process material is set before the tonemapper if you are using a camera fade, and before the depth of field if you are using depth of field :)
Note: changing the blendable location like this will (at least in my case) change the color space of the output (and the input?) Before DOF uses Linear colors and After Tonemapper uses (something else ?) You may need to adjust nodes in your graph and pick new colors to make everything look nice, so heads up.