Using Meshes as Masks for Post Process Effects in Unreal Engine.

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  • Опубліковано 5 лют 2025

КОМЕНТАРІ • 8

  • @Johnnnayy
    @Johnnnayy 16 днів тому

    Hello! Is there anyway to have the white color of the sphere transparent. So we only see lines of actors behind the sphere?

    • @nixies78
      @nixies78  16 днів тому

      Sure, You should use the output of the lined post-process material and plug it into another LERP (Linear Interpolation). This way, where the output is white, it will show the post-process 0 (normal scene) output, and where it's black, it will show the lines.

  • @ChickenChanMan1024
    @ChickenChanMan1024 2 місяці тому

    Hey man, is it possible to set this up so that only objects within the sphere/box are masked and not everything behind as well?

    • @nixies78
      @nixies78  2 місяці тому +1

      It’s not an easy task because there’s no information about where the custom depth ends. As a result, we can’t determine where to stop applying the post-process. One possible approach is to define the depth you want it to extend to, for example, specifying a depth of 200 cm.

  • @mady901
    @mady901 Місяць тому

    Hi, are you able to show how you created the post process material please? I was trying to follow the image guide but its still a bit confusing. Thanks so much!

    • @bobbob6743
      @bobbob6743 24 дні тому

      Did you figure it out yet?

    • @phlipclip5097
      @phlipclip5097 23 дні тому

      I think you just create a new blank material. Then go to Material Domain and change it there.

    • @mady901
      @mady901 21 день тому

      @ not yet