Thank you! Initially I was trying to use the post process World depth pass in the render settings but it gave horrible results. This works MUCH better!!
@ericg96814 күн бұрын
Is there any way to make a post process wireframe material?
@ARTFX3D14 күн бұрын
Yes it is! It’s possible by using Custom depth pass. kzbin.info/www/bejne/g2KVknmvi7uCiKssi=Q6EdxBkjR3x8ESGG
@iwantswigun288920 күн бұрын
I copied your settings to 4:00 working on Lake materials but it didn't work. Is there something else needed to do in case of lake?
@ARTFX3D18 күн бұрын
kzbin.info/www/bejne/ambbmYBunZuBqLcsi=Y8kHWjMrwMic8SNv Here’s the video explanation more in detail. Hope this will help.
@mattmccarthy_mmccarthy487921 күн бұрын
Hi I'm in Unreal 4 and I don't see the fixed water depth parameter not the use fixed z parameter in the material settings. Is there a possible work around for this?
@mattmccarthy_mmccarthy487921 күн бұрын
I was able to find the issue. That node in unreal 4 is under the opacity node and not opacity mask node. Once I added that array and plugged in that code it worked! I have an issue with the under water post process volume still activating but I won't have swimming so technically I don't need it. Thanks for getting me started dude
This almost helped me with my custom render passes in Movie Capture (Legacy). I didn't make the M_PostProssessAO material yet, thinking what I did so far in the video helped. The Ambient Occlusion maps show up while rendering, but the surroundings are very bright that I can't see a good chunk of the object. That and my scene is very blurry for some reason. It's showing on my render passes.
@PixelFrontVFXАй бұрын
Congrats on finishing the course! Great result and really cool you applied your own spin on it.
@DRYBREAD_gamesАй бұрын
Hi, may i ask if you got floating on a real life sized Duck working? Mine is falling through the water Plane no matter what
@ARTFX3DАй бұрын
I haven’t tested with small ducks, but with floating small leaves I had good results.
@DRYBREAD_gamesАй бұрын
@@ARTFX3D oh? May i know, how? Pontoons radius? Just one pontoon i guess? I use the custom water body, do you use a plane or box mesh for the water? If i set the pontoon to small it just falls through 😣
@ARTFX3DАй бұрын
@@DRYBREAD_games Try to play with mass.
@betraidАй бұрын
If i use water body ocean, but it's not infinite, i should leave water vs mapping ticked as true right?
@alinarangi7826Ай бұрын
Hi man, thanks for your tutorial, im new to unreal, in term of optimization, which one is better, bake Ao map or use this material? thanks in advance
@ARTFX3DАй бұрын
Bake is better.
@t3d_fxАй бұрын
Excellent
@itsMBWAAA2 ай бұрын
Many thanks!!
@KyleKatarn1452 ай бұрын
I always wondered how they managed to do something like this in Sea of Thieves. Well, games in general, but especially SoT because it's made in unreal
@DirkTeucher2 ай бұрын
Outstanding explanation, thank you.
@alessiobelli3 ай бұрын
I'm on 5.3 and this doesn't work unfortunately :( when iset the nodes in the water opacity mask the water disappear completely. The checker pattern stuff works though
@ARTFX3D3 ай бұрын
You have to tweak the numbers of the distance field. 🙄So many comments it doesn’t work on 5.3 and the principle is the same since the UE4.
@ARTFX3D2 ай бұрын
kzbin.info/www/bejne/ambbmYBunZuBqLc
@warren013 ай бұрын
Could you do a detail tutorial for the Serial and MQTT methods. Very few resources out there on how to get these to work.
@ARTFX3D3 ай бұрын
I would gladly do it if I could get some free time from many other Unreal projects.
@BrodyBr3 ай бұрын
In my experience, this and the previous video are working to mask out the water surface, but I'm still left with distortions from the underwater post-processing showing up inside my boat. Is there an effective way to mask that out in a similar fashion?
@ARTFX3D3 ай бұрын
You can mask caustics same way as water, just find the node and add a mask.
@BrodyBr3 ай бұрын
@@ARTFX3DIt doesn't seem like M_UnderWater_PostProcess_Volume (or rather Post Process materials, period) supports masking. Is there something I'm missing?
@ARTFX3D3 ай бұрын
@@BrodyBr Caustics are generated from texture. Make a lerp between texture and 0, and in the alpha ch feed the same distance field node as in water mask.
@stanleymouz58013 ай бұрын
Hey i did what you say and it work, thank you ! However, I have a big boat with big hull, when i add the boat volume shape and put it non visible, it blocks the water but it also block the skylight inside the hull. It is all black inside. Can someone give me a tip on how to fix it please ?
@ARTFX3D3 ай бұрын
Have you tried to turn off shadows on the occluder mesh?
@snipeh4 ай бұрын
how do i get foam to work?
@stibaer5734 ай бұрын
Now I only have to figure out how to use Buoyancey with animals -> skeletonMesh. Tried parenting it in the working cube under the static mesh as child and activating physics on it, but it stays in the air.
@stibaer5734 ай бұрын
Possible solution for everyone which has the same problem as me, that the cube stays static on the water, the Buoyancy debug command doesn't result in any graphics beeing shown and that the player can walk on the water. You have to tweak the water. In the Outliner, select the WaterBodyOcean and go to CollissionPresets. There you have to switch the checkboxes from Block to Overlap. I hope this helps you as well :)
@MohamedSamy-vp2pq4 ай бұрын
make drivable script tutorial please "StepByStep"?
@HuggiesiAm4 ай бұрын
Doesn't work with Unreal Engine 5.3.
@zeroy4 ай бұрын
This doesnt look to work in UE5.3.1
@ARTFX3D4 ай бұрын
m.kzbin.info/www/bejne/jZuyg3mer56tmsk
@ARTFX3D2 ай бұрын
kzbin.info/www/bejne/ambbmYBunZuBqLc
@user-sq9xi6pz3l4 ай бұрын
я так и не понял какой результат мы хотели получить. И что вы хотели сделать. Где результат?
@diaragha5 ай бұрын
DUUUUUUUUDE
@outsandatv5 ай бұрын
My object isn't falling down or anything, when i press play after doing what you showed.. quiet dissapointed to say the least
@ARTFX3D5 ай бұрын
You are probably missing something. Check your collision settings
@outsandatv5 ай бұрын
@@ARTFX3D i got it fixed thanks to a more clear tutorial by EzUnreal
@outsandatv5 ай бұрын
The answer is you have to save the project once after creating the landscape and once the ocean is added properly.
@astralstormgamestudios12595 ай бұрын
How did you create the boat masking hull?
@ARTFX3D5 ай бұрын
You have to model it by yourself in any 3D modeling software.
@astralstormgamestudios12595 ай бұрын
@@ARTFX3D any tips for it in blender?
@astralstormgamestudios12595 ай бұрын
What if I dont want to uncheck affect landscape?
@ARTFX3D2 ай бұрын
kzbin.info/www/bejne/ambbmYBunZuBqLc
@astralstormgamestudios12592 ай бұрын
@@ARTFX3D thank you
@fori045 ай бұрын
how to create that boat-volume mesh?
@ARTFX3D5 ай бұрын
You have to model it by yourself in the shape of the boat but model has to be watertight.
@fori044 ай бұрын
@@ARTFX3D do you have a tutorial video if not can you please create one?
@kentuckyvapors4645 ай бұрын
wow VERY poggers!!! upvoted
@user-zd2ty7gr6c5 ай бұрын
Your video is easy to understand! Thanks you! I have a boat model. How can I make boat inside volume model??
@ARTFX3D5 ай бұрын
You have to create it by yourself.
@MikolajTre5 ай бұрын
i try this on custom water material. Managed to use switch parameter, so culling water is appearing in places where terrain connecting water. But if terrain is above ocean level. I see ocean show below. Can i fix this somehow?
@elipeters56585 ай бұрын
how to do this using blueprints to the sequence renderer?
@ARTFX3D5 ай бұрын
You don’t need blueprints for that. Convert parameters Depth Start and Depth End to Material Parameter Collection and you will have control over it in sequencer.
@alectriciti6 ай бұрын
I spent the past 10 hours today pulling hair out over trying to export a simple traditional depth map since Render Queue's WorldDepth is spitting out yellow images and no one seems to have good answers for that. Then I came across this gem. Thank you so much.
@EFX6126 ай бұрын
Great tutorial!
@boitmecklyn49956 ай бұрын
I love it. you made it look so easy :D
@ARTFX3D6 ай бұрын
Thank you! 😊
@roundfourde6 ай бұрын
Works great, but I have one isse. When I put the boat inside volume into my BP, buoyancy doesn't work anymore and the boat just drops to the ground of the ocean. I disabled collision, etc., it is parented to the main static mesh, not sure what's wrong?
@ARTFX3D6 ай бұрын
Disable collisions on everything which doesn’t have to calculate buoyancy.
@roundfourde6 ай бұрын
@@ARTFX3D Thanks for your reply, I did disable collision already, but it still doesn't work
@roundfourde6 ай бұрын
@@ARTFX3D Thanks, it works now, after I redid it. No idea what was wrong. Can I ask you something about buoyancy on Discord? I sent you a friends request.
@IamNeighborlee6 ай бұрын
ENGINE EXample not working in 5.3, falls through water, what may be wrong ?
@IamNeighborlee6 ай бұрын
not fixed in way I need it to be, I was using custom body water, using lake, buoyancy is just fine. How do I fix it to use custom, bc even just lake makes landscape deform horribly. Unusable
@abugstin6 ай бұрын
Hey, nice video. Helps me a lot. But my object flips and turned upside down like the ducks.. Any tip? Thank you (:
@abugstin6 ай бұрын
If anyone have this problem, the solution for my was to increased the "Angular Damping" (:
@ARTFX3D6 ай бұрын
Offset center of gravity.
@umarcga78237 ай бұрын
doesn't work at all unless I turn all the global illumination method to screen space in ppv that is not what I think you are showing in the video. I mean one would want to use lumen GI with AO added on top... how would you do that?
@manasjoshi29397 ай бұрын
really cool tutorial🎉 thanks a lot
@user-ue6jn8ld7g7 ай бұрын
yea i cant get it to work :(
@ARTFX3D2 ай бұрын
kzbin.info/www/bejne/ambbmYBunZuBqLc
@user-ue6jn8ld7g7 ай бұрын
i only have masking offset -24. do i enable it?
@yusufanshori58507 ай бұрын
amazing
@seanmarionvelasco42587 ай бұрын
Hello, May I ask how to put those data in specific object? In my case I have a project where in I need to put the Data Inside a Specific Room like How Many are there inside, Is the room available and other. I already put the data inside the Unreal Engine but I don't know how to put them inside a Specific Room per Building. thank you for answering My project called: Room Availability with 3D Map and Infrared Sensor
@ARTFX3D7 ай бұрын
You have to make a Blueprint which will carry this data to the player.
Unreal triangulates geometry and that could look messy. Your best option is to create wireframe shader which will allow you adaptive density of the grid depending of your shot.
@Sunny198988 ай бұрын
This works great, but I've been having trouble rendering just the AO pass in movie queue. Does anyone have any advice on that?
If you don’t use Movie Render Queue you can access AOV’s like in standard VFX workflow. Check the documentation. It works in 5.2 😉
@antonivankuster27998 ай бұрын
Hi, I have an issue where the boat is moving faster than the opacity is being calculated so the masking is sometimes late. This results in glitching masking effect behind the boat. If you understand, is there any way I could fix this?
@antonivankuster27998 ай бұрын
i.postimg.cc/gJk5ZtsB/image.png i.postimg.cc/NFrwKPfv/image.png This lagging white spot behind the boat in the images.
@ARTFX3D8 ай бұрын
Never ever experienced that issue but you can always try to make simple ocean shader for better performance. I’ve managed to run this even on Oculus with forward rendering without problems.