Just for anyone doing this in UE5. Currently custom depth does not work with nanite enabled meshes. So if you enable nanite on a mesh and then use this or any outline PPM it wont work. Maybe soon Epic will solve this. Just something to be aware of.
Tips for beginners like me: In UE 5.4 you won't find "Before tonemapping" option in material "Blendable location"... closest option is probably "Scene color before DOF"... In the material, if you got error "[SM6] (Node LinearInterpolate) Arithmetic between types float2 and float3 are undefined", it's because when you try to get "ComponentMask" from "SceneTexture", by default you probably get only "R" and "G"... you have to also check the "B" in the "ComponentMask" (was shown in video 5:40). If you drag and dropped "PostProcessVolume" into scene, and are wondering, why it's not working, easy fix is to go into "PostProcessVolume" details, and check "Infinite Extent (Unbound)".
Hey just tried this myself and it all works until I apply the custom depth. For anyone having this issue with 5.0, I had to go to Project settings and change "Custom Depth-Stencil Pass", under Engine - rendering > Postprocessing Set this to Enabled with Stencil!
an absolutely goat tutorial. i found a couple of others, but they didnt work well off axis, only worked with cubes, or didnt work well with ISM's. great tutorial
Great vid, helped me a lot. Although there is a flaw that I ended up fixing. You are extending the outline both inward toward the mesh and outward away from the mesh (relative to screen space) Then you use a custom depth stencil mask to mask out any object that shouldn't have an outline. However, you didn't dilate the mask outward, so you end up masking out the half of the outline that extends outwards from the mesh. Look closely at 10:06. Notice how the outline where the two spheres intersect is twice the thickness of the line on the right side of the sphere. This flaw is especially noticeable using thicker lines. So to get the thickness of your lines nice and consistent, you need to expand the custom depth stencil mask. A simple way I found to do this was to create 4 custom stencil nodes, offset their UVs by a very small amount in all 4 directions ( I add 0.00006 to the texture coordinate for my lines of thickness 1 ). Then I combine all the stencils using max nodes before putting them into the divide by 255 node. If the mask is extended too far, the outlines can sorta bleed from the intended objects to the unintended objects, which could honestly be a cool stylistic effect with the right attitude. But otherwise, it took me a lot of trial and error to find the right mask offset for my chosen line thickness.
I love the material! One thing I'm curious about: When I have actors overlapping it's adding their outline so they're twice as thick where they overlap. Also, if I have a highlighted object based on stencil value (2 and 3), the object in the foreground is outlined by both its outline and the highlighted. Is there a way to prevent the stacking of outlines so the outline for the object in the foreground wins? Very new to materials.
Hey there, I'm glad you found it useful!😄 The issue you are encountering is a result of the depth pass unfortunately. Unreal can't see what's behind another object, so when we place one in front of another or they overlap, it won't be able to create an outline behind an object. It's basically just seeing the characters and objects as a flat image and picking out what it can see from the camera. There is a solution to this though, kinda depends on your project though. If you want to pick out specific objects/ actors for your custom outlines you can use this Tutorial: ua-cam.com/video/33_PiRmOe_Q/v-deo.htmlfeature=shared It will create the outline locally on the actor itself via the overlay materials slot (only ue5). Feel free to join our discord too, happy to help. We also offer one on one sessions if you need a hand with anything 😁 calendly.com/mark-realityadriftstudio/one-on-one-1hr
This was fantastic, but I noticed if I apply it to something like say, a basic cube - when I'm close to the cube it outlines it fine, but when I move back - eventually ever edge of the cube gets the outline. Go far enough back and it creates a weird wireframe effect. Any ideas what might cause this? On UE5.4
Did you ever resolve this? I am having the same problem, the Post Processing Mask works up close but the farther away I am it glitches out sometimes highlighting entire faces and eventually disappearing.
i found your videos so helpful thank you very much i have question for you do you think outline post process outline materials can work on mobile games smoothly
I know this is an old video, but how would you go about creating a 2 tone outline depending on where light hits? For example, the outline is white, where lighting hits the model and black everywhere else?
Hey there! You could maybe try and combine this outline tutorial with my cel shader tutorial. ua-cam.com/video/ry-E3QmpIBU/v-deo.htmlfeature=shared Except the cel shader area (lerp) would only be on the outline area? 😁
Hey, so how can I add multiple color varaiants on different stencils? We differenciated between "Enemy" and "Player", so 2 and 3. But I want a default (yellow) with value 1, a failed (red) with value 2 and success (green) with value 3. How would I do that?
Hey there! Might be best if I can send some screen shots. If you can jump into our discord, I'll have a look into it😄 Depending on what you need , you can add an additional custom depth stencil (copy what you have and add in with an add node) And then you can pick the value you want for yellow. But if you need it for everything in the scene except for enemies/ player then we will need to create a lerp Infront of the scene texture post process and mask and lerp it with a value from the "outline power" multiplied by the scene depth 😅
I only added this to specific things, but I have an issue where the outline bleeds onto other objects. So if I put my box on the other side of a wall, the outline can still be seen on vertices on my side of the wall. Kind of creating a bad x-ray vision. What is the solution for this?
Hey there! You could try our local outline tutorial that uses the mesh instead of the post process : ua-cam.com/video/33_PiRmOe_Q/v-deo.htmlfeature=shared The issue you are having is down to the use of the depth pass. 😁
So I have a problem where I can see anything outlined through the map. For example, I added the outline to a few buildings and you can see the building outline from anywhere now even through walls.
If you have a bool param plugged into the back of the " sample scene depth" nodes and it's ticked on, you will see the outline through objects. If that is the case then, tick it off or delete the bool!
@@realityadriftstudioI actually wanted it to be fully visible behind walls and setting Use Custom Depth to True made it work unlike with default where it's partially visible, thanks!
Figured it out... If your stuck on this skip to 13:25. or Go to Project Setting > Rendering > under postprocessing select "enable with stencil" in the dropdown marked "Custom Depth-Stencil Pass"
@@77Delta Could you jump on over to our discord and share some screenshots? I'll have a look into it today. I can also send you my version of the material if we can't get it working 😊 I know there were a few issues with 5.1 but I don't know if this is one of them.
Works great! Thank you so much. Can I make a thicker outline for stenciled objects? I want to use CustomDetph Stencil like highlighter for interactable object.
Hey there, I'm glad it helped! I have a tutorial on a highlight/ pickup system that uses this effect, might be useful 😁 Check it out: ua-cam.com/video/NOLgy-evbEw/v-deo.htmlfeature=shared
Mate very easy to follow and clear. Great work. Your really helping me make sense of materials. Only question is - how can we stop these outlines from being visible in through other items. Oh and how can I set it up so that the outline wont cover more of the object as it gets farther from camera?
Hey there, sorry for the late reply! I really appreciate the support, thank you 😄 On your first question, funny enough it shouldn't be visible through objects as standard (maybe it's an ue5 issue) but a sure fire way to stop it is to turn on custom depth on the other objects (it can be any value other than the one used for your outline) 😄 On your second question, this is a little harder. You could try multiplying the outline scale or power with the scene depth (it might need a one minus). However due to it being a depth base effect it might have difficulty 😅 I hope this helps! If you have any questions, Jump on over to our discord and I'll do my best to help!
Really helpful for my final project!! Is there a way to add to different instances with different thickness and amount in the same project? Would be really helpful for my environment🙏🏻
Hey there! After spawning you particles effect via blueprints. Drag out of the spawn mode and add a set custom depth (tick on) and also set customs with stencil (set the value to the same number used within your postprocess material) 😊
thanks for help and positive reaction. i've actually found a solution close to that, so hope this answer will be helpful to others who trying to use it with particles@@realityadriftstudio
Is there a way to have a gradient for the outliner? I have a ""selectable" castle and I want to have an outliner gradialy less visible at the ground level.
Hey there! Might be difficult since it's in the post process/ using the depth pass. You could maybe use the distance fields as a gradient , plus that into a lerp which could give you your fall off 😊 (you might need to divide or multiply the distance field output by a large number) I hope that helps! Edit - Just tried it there, seems to work out ok! If you jump on over to our discord post some screenshots in the chat 😁
@@realityadriftstudio Thanks for the advice! But will it work with multiple meshes? I mean it's a castle with buildings inside that a separate meshes and I need distance field only from the ground.. Is it still possible? Can select/mask wich distance field to use?
@@АнатолийКнязьков-р6яkinda depends.... You will need to turn off distance fields on your meshes except for the ground. If that's ok then yeah should be cool!
This is working for objects near the camera but objects in the distance don't have the outline. Is that just because the outline is so small I can't see it? I've tried ramping up the values but still cant see any outline
Hey there! You may need to decrease the divide in front of the "scene depth node" this is kinda mask for the sky but if it is too low it will cut into the playable area too.
Hey there! Yeah you can do that...kinda depends on the look you are going for but if it is a specific cube in the scene you need highlighted. You can use custom depths to "lerp" specific values/ parameters for that cubes outline (like the different colours, you can also do the same for the parameters) 😄 Alternatively, if you need the whole scene to be affected then there are two options. You can try and tweak the parameters to get the look you want but I think (depending on the look you are going for) it might be a little too much. You could also try this post process material: ua-cam.com/video/M98C_OoE40I/v-deo.htmlfeature=shared There is a little more to it but it will pick out all the little details! I hope this helps ☺️
Is it possible to add more colors for the outline besides just two? I see that you plugged in the bitmask result into the lerp for the color red. Wouldn't doing that only allow 2 choices of color?
@@realityadriftstudio Okay last question. I got the multiple bitmasks going but when one object is in front of the view or another the outline colors blend. IE Block_0 with stencil value 3 for red is in front of Block_1 with a stencil value of 4 for blue. Block_0 outline is now purple on the section that overlaps in the viewport. Is there a way to disable this "Feature"
@@TheUncooked Hey there! From what I understand, this might be a limiting of the depth based effects but I'll have a look into it 😄 You could create an importance order of sorts but it would be static. So if A is higher than B then if A is behind B it will look correct but if B is behind A it might mess up. I'll give it a go and get back to you 😄
How can i make it so that the outline does show under meshes? in my scene the outlines appear trough the models, i can make them go away by reducing the ammount divided by the scene depth, but then the onutline only show up on models close to the camera
Hey there, Sorry if I'm misunderstanding, So you can see the outlines through other objects and walls and you don't want that? The custom depth should mask the effect to the objects you specify with the bit mask 😢 I've seen that there are issues with nanite and custom depth? Not sure if that's affecting it.
Hey there! Yeah, you could create lerp with the post process input connected to A and the outline effect connected to B. If you then create a parameter (called outline fade or something) and chuck that into the lerps alpha. To control this in Bps, you will need to create a dynamic material instance and add it to your post process and save the DYM as a variable/ reference in your Blueprint. With this reference you can set scalar and make sure it's set to the same name as your parameters name😄 you should be able to control the float with a timeline if you like. Sorry for the wall of text! I hope that helped. Check out our discord if you want to share some screenshots 😁
@@realityadriftstudio Thanks for the reply, how can I add a DYM to the post process, I have searched how to do it but couldn't find anything. The solution that I went for was using Material Parameter Collection
@@finesseandstyle No worries. The material collection should work fine too! It's just means its a world value so it effects every player. If it needs to be on a specific player's screen, then I'd do something like this : forums.unrealengine.com/t/change-post-process-material/448103/5 The post process effect would be applied to the setting in the player camera instead of the post process volume 😁 though if it's a single player experience, I'd just use the collection!
@@NotMGames hmm that is a little odd, is it ue5 or 4? If you could jump on over to our discord and share some screenshots that would be amazing! I'll have a look 😄
@@realityadriftstudio I just wanted to try it out and see if it suits my game. I'll leave it alone for now and concentrate on something else. Thanks for your help!
I was using a different method originally, tried this and it didn't quite work out for some off reason. Only half the screen has lines and they're all jittery and intense despite me copying exactly. Anyway I did learn how to control my old method better to reduce the amount of wireframes being drawn. Thank you! :)
thank you !!!!!!!!! on unreal engine 5, depending on the area the character is, is it possible to change the shader of the environment and the shading of the character too ?
Hey there! Yeah, kinda depends on what you are wanting but there are a few options. You could have multiple post process volumes (when the play enters one of them the shading will change) Or You could also mask these effects with custom depth stencils.😊
Hey there! Do you mean the details of the object? Such as wrinkles. It could be the values put into the outline amount, power and thickness aren't strong enough. If you could Jump on over to our discord and share some screenshots I can have a look😁
@@realityadriftstudio Thanks for your reply! Yeah the details are also outlined. I tried changing the values of power and thickness but it didn't really work. I guess my objects (e.g. shelves) have sharp edges so using the method in your tutorial doesn't work well in this situation. I changed to another method of creating outlines and it works now. Thanks for your help and thanks for the great tutorial!
Hey! You could put a "one minus" node Infront of the bit mask node and then when you apply your custom depth stencil to those specific objects they should be masked out from the outline. Sorry for the late reply, currently not infront of my desk. 😅
I know it’s been a while since you posted, but I’m quite new to unreal and am trying to make an old arcade tron-style game and I really like the look at 4:21 An issue I’m running into is trying to set it so different objects have different color outlines. I tried doing it in a similar way as you described in the video but I’m not sure if it’s possible or if I’m placing the mask in the right place in the material blueprint. Do you know how to resolve this? Thank you!
Hey there! I'm not too sure, could you provide screen shots? Might be something missed in the material, is your custom depth turned on in the project settings? 😁
Hi, great tuto thanks! I just have a problem: I applied the outline material in a level (and it works fine), but when I created a new level and wanted to put the post process volume and the outline material, nothing happened... do you have an idea?
Hey there! You will need to create 4 custom depth set ups (with the bit mask and separate values) and then create a chain of lerps and 3 vectors/ colours! Might be best to show you via screenshots though. If you could jump on over to our Twitter or Facebook and drop me a message I'll help you out 😊
@@realityadriftstudio hi! Thanks for the reply! I found another solution but i encountered a new problem. When an object without the outline is in front of an object with the outline, it still looks like the object without outline has an outline. Any idea how to fix that?
@@tvtomas6645 No worries, I'm glad you worked it out 😁 and sorry for the late reply! I think it might be a limitation of this technique but I'll be looking into it!
Thanks so much for the tutorial! How would you set this up to have more than 2 colors, i specifically needed 5 colors for different characters. Thank you for any advice you can offer!
Hey, thanks for the support! Kinda hard to explain via text but... If you duplicate your custom depth stencil lines including the bitmasks (the red and black from the video) Until you have 5 of them. Give each of them a different value in there bit masks and then add them together with a few "add" nodes and then into the multiplier at the bottom row. After that, you will need to connect each bitmask into a lerp node, the A channel will be this specific character colour (3 vector) and the B will be the other characters colours - another lerp with the same process but for the other bitmasks. The furthest right lerp should have the same connection as in the video though. I hope that makes sense! If not, drop me a message on Twitter or Facebook.
@@baryafehmm, that's strange! It's a little difficult to tell what's wrong without seeing it unfortunately. Is the colour parameter plugged in correctly, sounds like an issue with the lerp? Feel free to join our discord and share some screenshots on our dev chat channel ☺️
Hello! To apply the effect on specific actors you need to Activate custom depth stencil in your unreal engine preferences. Select the actors you want the post process to effect, go down to custom depth in the "details panel" stick that on and stick in the value number you have used within your material. If you go to 7:50 in the tutorial, I go into how custom depth stencil masks work😄
@@realityadriftstudio Thanks for the response. I tried that part too, but it didn't work. I'll look into it more because there must be some part I'm making a mistake in. Thanks.
@@o_ci9192 sorry for the hassle, I've seen a few things with custom depth not working like it should on UE5 specifically. Is your custom depth set up in the preferences?
Hey there! Sounds like your custom depth stencil isn't set up in the project settings. If you head into your settings - custom depth and set it to "with stencil enabled " it should work. 😁
@@realityadriftstudio Hey, this helped me too! I'm glad there's creators that care about their community and still help people over a year after a video release!
One Important thing is Missing in the Tutorial. My Version was pure gibberish after i applied the bitmask. You may have to set "Custom Depth-Stencil Pass" to "Enabled with Stencil". Otherwise it wont work. (nvmd, gets told at the end, have not watched it through. Still maybe helpfull to clear earlier xD) But nice Tutorial !
@@realityadriftstudio It was pretty nice, not very indepth but faster than other tuts on this topic. It was really weird with Depth only (w/o stencil), because it was like slightly there, but really buggy. One time it looked like i had broken Memory on my Graphics Card^^...
Hello! I appreciate the tutorial! I was actually hoping for the ability to have it render a full outline even when the object is obscured by something, would that be possible? I'm mostly just wanting it since I have a little fixed camera arcade game, and I'd like for the player to have an idea as to where they are even if they go behind a wall. Thank you!
Hey there! Yeah, if you create a Boolean and connect it up to the sample scene depth nodes ( the custom depth pins) and tick it on. That should hopefully allow for the outline to stick around behind objects 😄 let me know if you need any help! Thanks for the support, I appreciate it 😁
@@realityadriftstudio oh, lovely, I'll give that a try as soon as I can! Thank you so much for the quick reply! Absolutely, jt was a great little tutorial. I'd love to know more about how it works, but for just getting something working, it's a great quick guide and the music isn't too loud as often happens. I'll let you know if that works!
Hello, what is the FX that you display (smoke) when i try to add an effect on my scene it's not affected by the post process... but everything else is well affected by the outline. Is there something specific to activate for FX to be impacted by the Outline as well like in your video?
Hey there, the first thing that comes to mind is that your fx has translucent materials applied to them? In my scene the FX (explosion) is made up of static mashes that have opaque materials applied.
@@realityadriftstudio Yes it was that. I have change the material and it's works now. It doesn't looks like a smoke anymore... but at least the Outline work on it and I know why now. Thanks for your replay and your amazing video. Your game looks graphically so cool and beautiful. :)
@@Bak.RI'm glad you worked it out! One thing you could also try is ticking on "output velocity" in your material,kinda odd but it puts the object into the depth pass so it should apply the outline to it while keeping your translucency. You might also have to turn it on in the project settings too. Hope that helps! Thanks for the support! I really appreciate it.😁
@@realityadriftstudio Yes it works!! But the final render is horrible! I guess I will have to search for effect using opaque material. All your effect are opaque?? To be able to apply the outline on it?
is there any way to put only on a specific object without the others being affected by the outline? because I followed everything and it worked, but it "passes" to other objects that I don't want to have. (thanks btw XD)
Hey there! You should be able to mask it with a custom depth set up - Lerp A= Scene texture post process 0 (rgb component mask) B= your outline material as is Alpha= the regular custom depth set up from the video (your choice of bit value) I hope that helps! Sorry if I've misunderstood 😅
Hi! Great tutorial, thank you! I have a question - if in your example the ball was Blueprint instead of StaticMesh - how could it be placed in the Custom Depth Buffer? I want to make it this way in my game - I have an items that I can pick up, like keys, flashlight, batteries. All these objects are a Blueprint for me and I want to have an outline around just those items in the game that I can pick up, that I can interact with. Like in Bendy and The Ink Machine. Thank you! Best regards, Valters.
I can do a tutorial on this subject if you like? But the basics are as follows: In your blueprint you need to drag out from your static mesh and set the custom depth value to be on and the stencil value to be the number you have set in your material. If you want it to be deactivated you would do the reverse. You would call this when you are looking at the items or you pick them up etc.😄
@@realityadriftstudio Tutorial would be great! I have a progress so far, that when I look at the item (Line Trace By Channel) it shows Name of the item, e.g. "Yellow key", or "Torch light" and when I click at it, then I pick it up, but yes - at the end I am looking for the functionality when I look at the item I can interact with, then first it shows glowing outline and then I can pick it up. Well and read your comment that PPM does not work with Nanite, this I solve. Now my items (Blueprints) are glowing, but they all are glowing all the time. I would like them to glow, when I approach them at certain distance. So, yes, tutorial would help me a lot! Thank you! BR, Valters
@@wotesi you can directly access the buffer of a static mesh component using the "set custom depth value" node. the target will be a primitive component, so you have to give it the specific mesh component you want, rather than an actor. when you look at the mesh, cast it to the type you expect it to be (static mesh most likely) and give that object ref to the node.
Hey there! Wireframe wise - this technique uses a mix of the wireframe and depth pass so it will outline the wireframe however you should be able to tweak and remove it via the power and intensity/ multiply😁 I'm not sure what you mean by following colour? Sorry 😅
@@realityadriftstudio thank you for replying!! The outline isn’t black, however o have the outline color set as black. Instead it’s the color of the object it’s outlining. I’m also having trouble where it’s making some objects completely black
@@HauntedTS13 is your custom depth stencil turned on? Should be in your preferences/ custom depth and then set it to custom depth with stencil 😁 These are really odd results, it's not something that should be happening. It could also (as a guess) be a bug with UE5. There have been a lot of issues throughout the engine unfortunately!
@@realityadriftstudio so the cel shader I was using didn’t like speculating/opacity mask which is why things were turning black. I also had the outline below the cel shader, but once I switched them the outline was black.
Translucent materials are excluded from the depth pass, which is required for this process. It's going to sound weird but if you turn on "output velocity" inside your glass material, it usually includes it in the depth pass which might fix this for you. This might also need to be turned on in your render setting too. Hope that helps 😄
Hey there! By using the custom depth stencil, we assign the value of 3 to a colour which in this case was red. However you can change the colour and value to what suits your project.
Nice tutorial and everything, but the problem with "these" approaches is that, this outline method with post process are only limited to the edges of the character. Now, my question is, is there a way to make the "in lines" of the geometry more visible, I see there is a little bit of it in this method, so I guess it is possible to make it more visible?
Hello, as you said since it is using the post process it has some limitations. You can crank up the detail by increasing the "amount value" and tweaking it with the "power" value. I will be looking into a full solution to this, and will update with my findings/ final solutions. I appreciate your feedback 😁
@@realityadriftstudio I followed your cell shading tut and when I enable the outline mat inst in the postfxvolume, the cell shader just completely looked disabled and doesn’t work at all
@@Enderking394 Can you send me screenshots? I'll have a look 😁 The only things that come to mind are that the custom depth stencil in the settings are enabled and maybe a bug with ue5( if you are on ue5).
@@realityadriftstudio I was able to fix the issue, I had just simply set the one setting to before translucency instead of before tone mapping. Thanks for the tut.
Hello, I can see what you mean. This process just makes a rough approximation of the shapes and outlines them. I'm going to look into a solution to this and update it with my findings! Thanks for your feedback 😁
@@realityadriftstudio Thanks for this tutorial! I have a problem that sounds very close to this. I want to define objects that are very close to each other. Imagine a stone wall with blocks of individual meshes for example. I want to see the lines of the individual stones represented. Is there any way to do this using this method?
@@m00nunit29Hey there! You may be able to get something close to what you need by tweaking the multiple/ power on this effect. But I'm also working on a new technique/ outline method that should fix this issue 😁
@@realityadriftstudio I look forward to that, thank you very much! I did try the settings as you mentioned, it just didn't give me the effect I was looking for. It sounds like what you are working on will help, thanks again!
@@m00nunit29 no problem! Sorry for it not working for your situation. Due to it using the depth pass it has some limitations. In case you are interested, we also have a discord where you can share your projects and ask for help from myself and others 😁 discord.gg/GZm6NcXxHr
Just for anyone doing this in UE5. Currently custom depth does not work with nanite enabled meshes. So if you enable nanite on a mesh and then use this or any outline PPM it wont work. Maybe soon Epic will solve this. Just something to be aware of.
AS OF 5.2 THIS DOES NOT MATTER ANYMORE AS NANITE NOW CAN BE USED WITH CUSTOM DEPTH!!!!
@@kylemason01 How you tutorial Prolems, please!
Tips for beginners like me:
In UE 5.4 you won't find "Before tonemapping" option in material "Blendable location"... closest option is probably "Scene color before DOF"...
In the material, if you got error "[SM6] (Node LinearInterpolate) Arithmetic between types float2 and float3 are undefined", it's because when you try to get "ComponentMask" from "SceneTexture", by default you probably get only "R" and "G"... you have to also check the "B" in the "ComponentMask" (was shown in video 5:40).
If you drag and dropped "PostProcessVolume" into scene, and are wondering, why it's not working, easy fix is to go into "PostProcessVolume" details, and check "Infinite Extent (Unbound)".
Thank you so much bro! In UE 5.4 until I switched the Blendable Location option to “Scene color before DOF”, the material was rendering incorrectly
You don't know how much of a relief I got when everything started to work for me after following your steps. Thank you kind sir!
@ glad to hear. do that shit bro ❤️👍
Hey just tried this myself and it all works until I apply the custom depth. For anyone having this issue with 5.0, I had to go to Project settings and change "Custom Depth-Stencil Pass", under Engine - rendering > Postprocessing
Set this to Enabled with Stencil!
That is explained later in the video, sorry for the pain! I should have put it in an earlier section 😁
Lifesaver
thank you!!
cant tell you how good it felt to see this and just fix it up real quick damn bro
savior
Thank you bro
Brilliant! Works great and I learned a bunch. The colour choice for the outline is genius. 👍Thanks
Thanks for the kind words and support, it's much appreciated! 😄
an absolutely goat tutorial. i found a couple of others, but they didnt work well off axis, only worked with cubes, or didnt work well with ISM's. great tutorial
Much appreciated, thank you😁
The outline looks really nice, well done!
Thanks for the support! I'm glad it was useful 😁
@@realityadriftstudio The game also looks beautiful :>
Great vid, helped me a lot. Although there is a flaw that I ended up fixing. You are extending the outline both inward toward the mesh and outward away from the mesh (relative to screen space) Then you use a custom depth stencil mask to mask out any object that shouldn't have an outline. However, you didn't dilate the mask outward, so you end up masking out the half of the outline that extends outwards from the mesh. Look closely at 10:06. Notice how the outline where the two spheres intersect is twice the thickness of the line on the right side of the sphere. This flaw is especially noticeable using thicker lines.
So to get the thickness of your lines nice and consistent, you need to expand the custom depth stencil mask. A simple way I found to do this was to create 4 custom stencil nodes, offset their UVs by a very small amount in all 4 directions ( I add 0.00006 to the texture coordinate for my lines of thickness 1 ). Then I combine all the stencils using max nodes before putting them into the divide by 255 node. If the mask is extended too far, the outlines can sorta bleed from the intended objects to the unintended objects, which could honestly be a cool stylistic effect with the right attitude. But otherwise, it took me a lot of trial and error to find the right mask offset for my chosen line thickness.
Hey there, I'm glad you found it useful!
I have a more advanced outline tutorial that goes over a solution to expanding the outline outwards 😊
@@realityadriftstudio Which of the tutorials has the solution?
lol i just threw this in another material which do the colorgrades and it works xD nice, very nice video. it looks so cool
💪
For anyone feels the outline is "shaking" -- Do not use the temporal anti-aliasing in the project setting.
What anti aliasing do you use when using outlines? I think every options has a downside
@@JoaoVictor-fk8no MSAA or FXAA
I was hoping to imitate ODST's VISR system, and this ended up being a great trick to do it. Thanks for the tutorial!
I'm glad you found it useful! Nice to see another halo fan too 😄
Best tutorial ever! Works Perfect.
after spending some time with this i was able to create many varying fx tied to stencils
I needed this so bad for a school project, you saved my life bro, good luck with your game and future projects
I love the material! One thing I'm curious about: When I have actors overlapping it's adding their outline so they're twice as thick where they overlap. Also, if I have a highlighted object based on stencil value (2 and 3), the object in the foreground is outlined by both its outline and the highlighted. Is there a way to prevent the stacking of outlines so the outline for the object in the foreground wins? Very new to materials.
Hey there, I'm glad you found it useful!😄
The issue you are encountering is a result of the depth pass unfortunately. Unreal can't see what's behind another object, so when we place one in front of another or they overlap, it won't be able to create an outline behind an object. It's basically just seeing the characters and objects as a flat image and picking out what it can see from the camera.
There is a solution to this though, kinda depends on your project though. If you want to pick out specific objects/ actors for your custom outlines you can use this Tutorial:
ua-cam.com/video/33_PiRmOe_Q/v-deo.htmlfeature=shared
It will create the outline locally on the actor itself via the overlay materials slot (only ue5).
Feel free to join our discord too, happy to help. We also offer one on one sessions if you need a hand with anything 😁
calendly.com/mark-realityadriftstudio/one-on-one-1hr
This was fantastic, but I noticed if I apply it to something like say, a basic cube - when I'm close to the cube it outlines it fine, but when I move back - eventually ever edge of the cube gets the outline. Go far enough back and it creates a weird wireframe effect. Any ideas what might cause this? On UE5.4
Did you ever resolve this? I am having the same problem, the Post Processing Mask works up close but the farther away I am it glitches out sometimes highlighting entire faces and eventually disappearing.
i found your videos so helpful thank you very much i have question for you do you think outline post process outline materials can work on mobile games smoothly
Hey there! I'm glad you found it useful 😁
It should be ok for mobile, however I have personally not tried it on that platform.
I know this is an old video, but how would you go about creating a 2 tone outline depending on where light hits? For example, the outline is white, where lighting hits the model and black everywhere else?
Hey there!
You could maybe try and combine this outline tutorial with my cel shader tutorial.
ua-cam.com/video/ry-E3QmpIBU/v-deo.htmlfeature=shared
Except the cel shader area (lerp) would only be on the outline area? 😁
@realityadriftstudio thanks for getting back to me. Especially on an older video.
@@try2dream no worries, happy to help! Feel free to join our discord if you need a hand 😁
Hey, so how can I add multiple color varaiants on different stencils? We differenciated between "Enemy" and "Player", so 2 and 3. But I want a default (yellow) with value 1, a failed (red) with value 2 and success (green) with value 3. How would I do that?
Hey there!
Might be best if I can send some screen shots. If you can jump into our discord, I'll have a look into it😄
Depending on what you need , you can add an additional custom depth stencil (copy what you have and add in with an add node)
And then you can pick the value you want for yellow.
But if you need it for everything in the scene except for enemies/ player then we will need to create a lerp Infront of the scene texture post process and mask and lerp it with a value from the "outline power" multiplied by the scene depth 😅
How can I make this stroke appear only at a certain moment, for example when you can interact with an object? How to set this up in blueprints?
Hey there, check out my pickup/ highlight tutorial 😄
ua-cam.com/video/NOLgy-evbEw/v-deo.htmlfeature=shared
I only added this to specific things, but I have an issue where the outline bleeds onto other objects.
So if I put my box on the other side of a wall, the outline can still be seen on vertices on my side of the wall. Kind of creating a bad x-ray vision.
What is the solution for this?
Hey there! You could try our local outline tutorial that uses the mesh instead of the post process :
ua-cam.com/video/33_PiRmOe_Q/v-deo.htmlfeature=shared
The issue you are having is down to the use of the depth pass. 😁
@@realityadriftstudio Thanks for the reply!
Sadly we are still working in UE4 though, so we can't use overlay materials
So I have a problem where I can see anything outlined through the map. For example, I added the outline to a few buildings and you can see the building outline from anywhere now even through walls.
If you have a bool param plugged into the back of the " sample scene depth" nodes and it's ticked on, you will see the outline through objects.
If that is the case then, tick it off or delete the bool!
@@realityadriftstudioI actually wanted it to be fully visible behind walls and setting Use Custom Depth to True made it work unlike with default where it's partially visible, thanks!
awesome!
Works grate on the entire scene. But I can't get the custom depth stencil to work 9:40 Has no effect. 😥(using 5.03)
Figured it out... If your stuck on this skip to 13:25. or Go to Project Setting > Rendering > under postprocessing select "enable with stencil" in the dropdown marked "Custom Depth-Stencil Pass"
Hey there, I'm glad you got it working 😁
@@fosseli thanks, had the same problem
hey! great tutorial but for some reason the lines only display on the top half of the screen, how can i solve this?
Hey there,
I've not encountered that issue before, what version of unreal are you on?😊
@@realityadriftstudio i'm on 5.1. i'm kinda worried to update as it could break the project or smt
@@77Delta Could you jump on over to our discord and share some screenshots? I'll have a look into it today. I can also send you my version of the material if we can't get it working 😊
I know there were a few issues with 5.1 but I don't know if this is one of them.
Works great! Thank you so much. Can I make a thicker outline for stenciled objects? I want to use CustomDetph Stencil like highlighter for interactable object.
Hey there, I'm glad it helped! I have a tutorial on a highlight/ pickup system that uses this effect, might be useful 😁
Check it out: ua-cam.com/video/NOLgy-evbEw/v-deo.htmlfeature=shared
@@realityadriftstudio you are awesome
😻
amazing and simple thank you so much!
No worries, I'm glad it helped 😀
Mate very easy to follow and clear. Great work. Your really helping me make sense of materials.
Only question is - how can we stop these outlines from being visible in through other items.
Oh and how can I set it up so that the outline wont cover more of the object as it gets farther from camera?
Hey there, sorry for the late reply!
I really appreciate the support, thank you 😄
On your first question, funny enough it shouldn't be visible through objects as standard (maybe it's an ue5 issue) but a sure fire way to stop it is to turn on custom depth on the other objects (it can be any value other than the one used for your outline) 😄
On your second question, this is a little harder. You could try multiplying the outline scale or power with the scene depth (it might need a one minus). However due to it being a depth base effect it might have difficulty 😅
I hope this helps! If you have any questions, Jump on over to our discord and I'll do my best to help!
Really helpful for my final project!!
Is there a way to add to different instances with different thickness and amount in the same project?
Would be really helpful for my environment🙏🏻
but how to set custom depth to particle effect what is not present on the level, but will be called from some blueprint
Hey there!
After spawning you particles effect via blueprints. Drag out of the spawn mode and add a set custom depth (tick on) and also set customs with stencil (set the value to the same number used within your postprocess material) 😊
thanks for help and positive reaction. i've actually found a solution close to that, so hope this answer will be helpful to others who trying to use it with particles@@realityadriftstudio
Is there a way to have a gradient for the outliner? I have a ""selectable" castle and I want to have an outliner gradialy less visible at the ground level.
Hey there!
Might be difficult since it's in the post process/ using the depth pass. You could maybe use the distance fields as a gradient , plus that into a lerp which could give you your fall off 😊 (you might need to divide or multiply the distance field output by a large number) I hope that helps!
Edit -
Just tried it there, seems to work out ok! If you jump on over to our discord post some screenshots in the chat 😁
@@realityadriftstudio Thanks for the advice! But will it work with multiple meshes? I mean it's a castle with buildings inside that a separate meshes and I need distance field only from the ground.. Is it still possible? Can select/mask wich distance field to use?
@@АнатолийКнязьков-р6яkinda depends....
You will need to turn off distance fields on your meshes except for the ground. If that's ok then yeah should be cool!
@@realityadriftstudio Ya, it should work.. thanx again)
This is working for objects near the camera but objects in the distance don't have the outline. Is that just because the outline is so small I can't see it? I've tried ramping up the values but still cant see any outline
Hey there! You may need to decrease the divide in front of the "scene depth node" this is kinda mask for the sky but if it is too low it will cut into the playable area too.
Would there be a way to make this highlight all edges on a cube for example, or would that get too messy?
Hey there!
Yeah you can do that...kinda depends on the look you are going for but if it is a specific cube in the scene you need highlighted. You can use custom depths to "lerp" specific values/ parameters for that cubes outline (like the different colours, you can also do the same for the parameters) 😄
Alternatively, if you need the whole scene to be affected then there are two options. You can try and tweak the parameters to get the look you want but I think (depending on the look you are going for) it might be a little too much. You could also try this post process material:
ua-cam.com/video/M98C_OoE40I/v-deo.htmlfeature=shared
There is a little more to it but it will pick out all the little details!
I hope this helps ☺️
Is it possible to add more colors for the outline besides just two? I see that you plugged in the bitmask result into the lerp for the color red. Wouldn't doing that only allow 2 choices of color?
Hey there,
You are absolutely correct!
However you can add multiple bitmasks together, so that multiple colours can be assigned for different actors😄
@@realityadriftstudio Okay last question. I got the multiple bitmasks going but when one object is in front of the view or another the outline colors blend. IE Block_0 with stencil value 3 for red is in front of Block_1 with a stencil value of 4 for blue. Block_0 outline is now purple on the section that overlaps in the viewport. Is there a way to disable this "Feature"
@@TheUncooked Hey there!
From what I understand, this might be a limiting of the depth based effects but I'll have a look into it 😄
You could create an importance order of sorts but it would be static. So if A is higher than B then if A is behind B it will look correct but if B is behind A it might mess up.
I'll give it a go and get back to you 😄
How can i make it so that the outline does show under meshes? in my scene the outlines appear trough the models, i can make them go away by reducing the ammount divided by the scene depth, but then the onutline only show up on models close to the camera
Hey there,
Sorry if I'm misunderstanding,
So you can see the outlines through other objects and walls and you don't want that?
The custom depth should mask the effect to the objects you specify with the bit mask 😢 I've seen that there are issues with nanite and custom depth? Not sure if that's affecting it.
Anyway I can fade out the material? I want to use this effect to highlight materials but only for a few seconds
Hey there!
Yeah, you could create lerp with the post process input connected to A and the outline effect connected to B. If you then create a parameter (called outline fade or something) and chuck that into the lerps alpha.
To control this in Bps, you will need to create a dynamic material instance and add it to your post process and save the DYM as a variable/ reference in your Blueprint. With this reference you can set scalar and make sure it's set to the same name as your parameters name😄 you should be able to control the float with a timeline if you like. Sorry for the wall of text! I hope that helped.
Check out our discord if you want to share some screenshots 😁
@@realityadriftstudio Thanks for the reply, how can I add a DYM to the post process, I have searched how to do it but couldn't find anything. The solution that I went for was using Material Parameter Collection
@@finesseandstyle
No worries.
The material collection should work fine too! It's just means its a world value so it effects every player.
If it needs to be on a specific player's screen, then I'd do something like this :
forums.unrealengine.com/t/change-post-process-material/448103/5
The post process effect would be applied to the setting in the player camera instead of the post process volume 😁 though if it's a single player experience, I'd just use the collection!
Hi I have the issue that there is an outline in the editor but not in the game. Does anyone know what the problem is?
Hey there!
Is that a full build of the game or just on play in the editor?
@@realityadriftstudio Its when i play in the editor
@@NotMGames hmm that is a little odd, is it ue5 or 4?
If you could jump on over to our discord and share some screenshots that would be amazing! I'll have a look 😄
@@realityadriftstudio I just wanted to try it out and see if it suits my game. I'll leave it alone for now and concentrate on something else. Thanks for your help!
Thank you. Great tutorial.
Hey there, I'm glad you found it useful! 😁
I was using a different method originally, tried this and it didn't quite work out for some off reason. Only half the screen has lines and they're all jittery and intense despite me copying exactly. Anyway I did learn how to control my old method better to reduce the amount of wireframes being drawn. Thank you! :)
Haha glad it helped! 😅
thank you !!!!!!!!! on unreal engine 5, depending on the area the character is, is it possible to change the shader of the environment and the shading of the character too ?
Hey there!
Yeah, kinda depends on what you are wanting but there are a few options.
You could have multiple post process volumes (when the play enters one of them the shading will change)
Or
You could also mask these effects with custom depth stencils.😊
do you have discord or something that we can talk please ? :)
@@realityadriftstudio hey ! Do you have instagram or discord so we can talk on it ? thanks :D
@@hotbergina Yeah, we have a little Dev community here :
discord.com/invite/5qkTTbVDdA
Hi I followed your tutorial but the inner parts of my object also have an outline. Do you know what might be the problem?
Hey there!
Do you mean the details of the object? Such as wrinkles.
It could be the values put into the outline amount, power and thickness aren't strong enough.
If you could Jump on over to our discord and share some screenshots I can have a look😁
@@realityadriftstudio Thanks for your reply! Yeah the details are also outlined. I tried changing the values of power and thickness but it didn't really work. I guess my objects (e.g. shelves) have sharp edges so using the method in your tutorial doesn't work well in this situation. I changed to another method of creating outlines and it works now. Thanks for your help and thanks for the great tutorial!
Hi, thank you for the tutorial! I just have a question, how can I apply the outline in the entire world but not for some objects?
Hey! You could put a "one minus" node Infront of the bit mask node and then when you apply your custom depth stencil to those specific objects they should be masked out from the outline.
Sorry for the late reply, currently not infront of my desk. 😅
@@realityadriftstudio thank you for the information and the fast reply!!
@@alessandrafrizzo4880 No worries, best of luck on your projects!
Very good, thanks for sharing
Thankyou 😄
I know it’s been a while since you posted, but I’m quite new to unreal and am trying to make an old arcade tron-style game and I really like the look at 4:21
An issue I’m running into is trying to set it so different objects have different color outlines. I tried doing it in a similar way as you described in the video but I’m not sure if it’s possible or if I’m placing the mask in the right place in the material blueprint. Do you know how to resolve this?
Thank you!
Hey there!
I'm not sure what the issue could be, could you send some screenshots?
If you jump on over to the discord I'll try and help 😁
Hello! Can you help me, why if i applying it to asset reference, my world becoming fully black
Hey there!
I'm not too sure, could you provide screen shots?
Might be something missed in the material, is your custom depth turned on in the project settings? 😁
@@realityadriftstudio Yes it is enabled, can i show you screenshot on discord or something?I use ue5
@@thediamooond yeah we have a group here: discord.com/invite/PJ4ZvRcx34
Hi, great tuto thanks! I just have a problem: I applied the outline material in a level (and it works fine), but when I created a new level and wanted to put the post process volume and the outline material, nothing happened... do you have an idea?
Hey! Just off the top of my head, is the post process volume extent set to unbound? Sorry for the late reply 😅
@@realityadriftstudio Hey, np, yes it's set to unbound, by I find another way 👍🏻
@@julesramette Glad you got it to work, what was the solution?
@@realityadriftstudio I just followed another tuto
@@julesramette Which tutorial?
Is there a way to use more than 2 outline colours? Like 1 for the environment and 4 others for the characters?
Hey there!
You will need to create 4 custom depth set ups (with the bit mask and separate values) and then create a chain of lerps and 3 vectors/ colours!
Might be best to show you via screenshots though. If you could jump on over to our Twitter or Facebook and drop me a message I'll help you out 😊
@@realityadriftstudio hi! Thanks for the reply! I found another solution but i encountered a new problem. When an object without the outline is in front of an object with the outline, it still looks like the object without outline has an outline. Any idea how to fix that?
@@tvtomas6645 No worries, I'm glad you worked it out 😁 and sorry for the late reply!
I think it might be a limitation of this technique but I'll be looking into it!
Thanks so much for the tutorial! How would you set this up to have more than 2 colors, i specifically needed 5 colors for different characters. Thank you for any advice you can offer!
Hey, thanks for the support!
Kinda hard to explain via text but...
If you duplicate your custom depth stencil lines including the bitmasks (the red and black from the video)
Until you have 5 of them. Give each of them a different value in there bit masks and then add them together with a few "add" nodes and then into the multiplier at the bottom row.
After that, you will need to connect each bitmask into a lerp node, the A channel will be this specific character colour (3 vector) and the B will be the other characters colours - another lerp with the same process but for the other bitmasks.
The furthest right lerp should have the same connection as in the video though.
I hope that makes sense! If not, drop me a message on Twitter or Facebook.
@@realityadriftstudio I got it to work!!! Thank you so much for the help
i couldn't change the outline color for some reason
Have you got the instance material set up in your post process volume? You should be able to change the colour via the 3 vector (colour parameter) 😁
@ I did it an instance but couldn’t change it tho
@@baryafehmm, that's strange! It's a little difficult to tell what's wrong without seeing it unfortunately. Is the colour parameter plugged in correctly, sounds like an issue with the lerp?
Feel free to join our discord and share some screenshots on our dev chat channel ☺️
@ oww thank you! Will join
Hi,I was able to apply a post-process volume to the entire level, but I cannot apply it to individual actors. What should I do?
Hello!
To apply the effect on specific actors you need to
Activate custom depth stencil in your unreal engine preferences.
Select the actors you want the post process to effect, go down to custom depth in the "details panel" stick that on and stick in the value number you have used within your material.
If you go to 7:50 in the tutorial, I go into how custom depth stencil masks work😄
@@realityadriftstudio Thanks for the response.
I tried that part too, but it didn't work.
I'll look into it more because there must be some part I'm making a mistake in.
Thanks.
@@realityadriftstudio Hey great tutorial first of all, but the CustomStencil is also not working for me on UE5 :(
@@o_ci9192 sorry for the hassle, I've seen a few things with custom depth not working like it should on UE5 specifically.
Is your custom depth set up in the preferences?
@@realityadriftstudio Oh, I fixed it, under Custom Depth-Stencil Pass it was Enabled but not Enabled with Stencil, now it works. Thank's
Custom depth mask section broke everything in UE 5.4. Now it's just a random dots everywhere.
Hey there! Sounds like your custom depth stencil isn't set up in the project settings.
If you head into your settings - custom depth and set it to "with stencil enabled " it should work. 😁
@@realityadriftstudio O-oh. I have it only enabled, and wonder why it won't work... Thank you.
@@kliff-s7r no worries, I'm glad to help 😁
@@realityadriftstudio Hey, this helped me too! I'm glad there's creators that care about their community and still help people over a year after a video release!
Thank you
Can you also share info on the settings you used for that soft cartoony balls used for the smoke poofs?
Hey there! I've actually got a video on that 😁
ua-cam.com/video/W7-wuR7Ailk/v-deo.html
One Important thing is Missing in the Tutorial. My Version was pure gibberish after i applied the bitmask. You may have to set "Custom Depth-Stencil Pass" to "Enabled with Stencil". Otherwise it wont work. (nvmd, gets told at the end, have not watched it through. Still maybe helpfull to clear earlier xD)
But nice Tutorial !
My bad! Should have said it earlier, I'm glad you found it useful though😄
@@realityadriftstudio It was pretty nice, not very indepth but faster than other tuts on this topic.
It was really weird with Depth only (w/o stencil), because it was like slightly there, but really buggy. One time it looked like i had broken Memory on my Graphics Card^^...
Hello! I appreciate the tutorial! I was actually hoping for the ability to have it render a full outline even when the object is obscured by something, would that be possible? I'm mostly just wanting it since I have a little fixed camera arcade game, and I'd like for the player to have an idea as to where they are even if they go behind a wall. Thank you!
Hey there! Yeah, if you create a Boolean and connect it up to the sample scene depth nodes ( the custom depth pins) and tick it on. That should hopefully allow for the outline to stick around behind objects 😄 let me know if you need any help!
Thanks for the support, I appreciate it 😁
@@realityadriftstudio oh, lovely, I'll give that a try as soon as I can! Thank you so much for the quick reply!
Absolutely, jt was a great little tutorial. I'd love to know more about how it works, but for just getting something working, it's a great quick guide and the music isn't too loud as often happens.
I'll let you know if that works!
I really like the art style of the game, how did you achieved this look? Did you made all the assets in your own?
Thanks!
Yeah, all the assets were made in house and I use Maya for 3D modeling😄
wow this is impressive, maybe you could show us in a new tutorial how you model and paint your assets. Keep up your great work. @@realityadriftstudio
@@lululu6102 Hey, thanks for the suggestion/ request!
I've actually been looking to do a modeling/ animation series. New year, new tutorials!😁
Hello, what is the FX that you display (smoke) when i try to add an effect on my scene it's not affected by the post process... but everything else is well affected by the outline. Is there something specific to activate for FX to be impacted by the Outline as well like in your video?
Hey there, the first thing that comes to mind is that your fx has translucent materials applied to them?
In my scene the FX (explosion) is made up of static mashes that have opaque materials applied.
@realityadriftstudio I don't know i take the FX on the market. I will try to check if I can change that 😀
@@realityadriftstudio Yes it was that. I have change the material and it's works now. It doesn't looks like a smoke anymore... but at least the Outline work on it and I know why now. Thanks for your replay and your amazing video. Your game looks graphically so cool and beautiful. :)
@@Bak.RI'm glad you worked it out!
One thing you could also try is ticking on "output velocity" in your material,kinda odd but it puts the object into the depth pass so it should apply the outline to it while keeping your translucency. You might also have to turn it on in the project settings too.
Hope that helps!
Thanks for the support! I really appreciate it.😁
@@realityadriftstudio Yes it works!! But the final render is horrible! I guess I will have to search for effect using opaque material. All your effect are opaque?? To be able to apply the outline on it?
is there any way to put only on a specific object without the others being affected by the outline?
because I followed everything and it worked, but it "passes" to other objects that I don't want to have.
(thanks btw XD)
Hey there!
You should be able to mask it with a custom depth set up -
Lerp
A= Scene texture post process 0 (rgb component mask)
B= your outline material as is
Alpha= the regular custom depth set up from the video (your choice of bit value)
I hope that helps! Sorry if I've misunderstood 😅
@@realityadriftstudio thx, i'll try it :)
Cheers great video, works with mobile too
Thanks, appreciate it! 😁
Hi! Great tutorial, thank you! I have a question - if in your example the ball was Blueprint instead of StaticMesh - how could it be placed in the Custom Depth Buffer? I want to make it this way in my game - I have an items that I can pick up, like keys, flashlight, batteries. All these objects are a Blueprint for me and I want to have an outline around just those items in the game that I can pick up, that I can interact with. Like in Bendy and The Ink Machine.
Thank you!
Best regards,
Valters.
I can do a tutorial on this subject if you like?
But the basics are as follows:
In your blueprint you need to drag out from your static mesh and set the custom depth value to be on and the stencil value to be the number you have set in your material. If you want it to be deactivated you would do the reverse.
You would call this when you are looking at the items or you pick them up etc.😄
@@realityadriftstudio Tutorial would be great! I have a progress so far, that when I look at the item (Line Trace By Channel) it shows Name of the item, e.g. "Yellow key", or "Torch light" and when I click at it, then I pick it up, but yes - at the end I am looking for the functionality when I look at the item I can interact with, then first it shows glowing outline and then I can pick it up.
Well and read your comment that PPM does not work with Nanite, this I solve. Now my items (Blueprints) are glowing, but they all are glowing all the time. I would like them to glow, when I approach them at certain distance.
So, yes, tutorial would help me a lot!
Thank you!
BR,
Valters
@@wotesi you can directly access the buffer of a static mesh component using the "set custom depth value" node. the target will be a primitive component, so you have to give it the specific mesh component you want, rather than an actor.
when you look at the mesh, cast it to the type you expect it to be (static mesh most likely) and give that object ref to the node.
Is it supposed to outline the wireframe?? Also it’s following the color of the object. Any reason why?
Hey there!
Wireframe wise - this technique uses a mix of the wireframe and depth pass so it will outline the wireframe however you should be able to tweak and remove it via the power and intensity/ multiply😁
I'm not sure what you mean by following colour? Sorry 😅
@@realityadriftstudio thank you for replying!! The outline isn’t black, however o have the outline color set as black. Instead it’s the color of the object it’s outlining. I’m also having trouble where it’s making some objects completely black
@@HauntedTS13 is your custom depth stencil turned on? Should be in your preferences/ custom depth and then set it to custom depth with stencil 😁
These are really odd results, it's not something that should be happening. It could also (as a guess) be a bug with UE5. There have been a lot of issues throughout the engine unfortunately!
@@realityadriftstudio yes I turned on custom depth stencil… weird. Thank you though!
@@realityadriftstudio so the cel shader I was using didn’t like speculating/opacity mask which is why things were turning black. I also had the outline below the cel shader, but once I switched them the outline was black.
Mine doesn't seem to outline glass materials any reason why?
Translucent materials are excluded from the depth pass, which is required for this process.
It's going to sound weird but if you turn on "output velocity" inside your glass material, it usually includes it in the depth pass which might fix this for you.
This might also need to be turned on in your render setting too.
Hope that helps 😄
how did u add param node 3:05
Hold S and left mouse click😁
i didnt undestand why 3 turns it into red? thanks for the video
Hey there!
By using the custom depth stencil, we assign the value of 3 to a colour which in this case was red. However you can change the colour and value to what suits your project.
Brilliant
Nice tutorial and everything, but the problem with "these" approaches is that, this outline method with post process are only limited to the edges of the character. Now, my question is, is there a way to make the "in lines" of the geometry more visible, I see there is a little bit of it in this method, so I guess it is possible to make it more visible?
Evan Bohls tutorial covers a vertexnormal function for outlines inside mesh
ua-cam.com/video/9KvUfnrHcqM/v-deo.html
Hello, as you said since it is using the post process it has some limitations. You can crank up the detail by increasing the "amount value" and tweaking it with the "power" value.
I will be looking into a full solution to this, and will update with my findings/ final solutions.
I appreciate your feedback 😁
In reply to my earlier comment. AS OF 5.2 THIS DOES NOT MATTER ANYMORE AS NANITE NOW CAN BE USED WITH CUSTOM DEPTH!!!!
W
Thankyou! 😁
thanks !
No worries! 😁
Nice guy
Thanks but how do I make vectors
Hello!
Within the material editor, Right click to bring up search tab and search for 3 vector or hold down 3 and left mouse click😄
@@realityadriftstudio thanks -_-
Cool
Why does this break my cel shader?
Hey there!
What's your set up? And how does it break? 😁
@@realityadriftstudio I followed your cell shading tut and when I enable the outline mat inst in the postfxvolume, the cell shader just completely looked disabled and doesn’t work at all
@@Enderking394 Can you send me screenshots? I'll have a look 😁
The only things that come to mind are that the custom depth stencil in the settings are enabled and maybe a bug with ue5( if you are on ue5).
@@realityadriftstudio I was able to fix the issue, I had just simply set the one setting to before translucency instead of before tone mapping. Thanks for the tut.
@@Enderking394 I'm glad it's working for you 😁
I did evrithing same but my hole level is WHITE version: 5.2
Hey there! Could you send me some screenshots? Our discord is a good place to send them 😁
Best
6:47
why does it look blocky?
Hello, I can see what you mean. This process just makes a rough approximation of the shapes and outlines them.
I'm going to look into a solution to this and update it with my findings!
Thanks for your feedback 😁
@@realityadriftstudio Thanks for this tutorial! I have a problem that sounds very close to this. I want to define objects that are very close to each other. Imagine a stone wall with blocks of individual meshes for example. I want to see the lines of the individual stones represented. Is there any way to do this using this method?
@@m00nunit29Hey there!
You may be able to get something close to what you need by tweaking the multiple/ power on this effect.
But I'm also working on a new technique/ outline method that should fix this issue 😁
@@realityadriftstudio I look forward to that, thank you very much! I did try the settings as you mentioned, it just didn't give me the effect I was looking for. It sounds like what you are working on will help, thanks again!
@@m00nunit29 no problem! Sorry for it not working for your situation. Due to it using the depth pass it has some limitations.
In case you are interested, we also have a discord where you can share your projects and ask for help from myself and others 😁
discord.gg/GZm6NcXxHr