Great tutorial, works perfectly. For anyone interested in more colors or changing the effect based on character location: Change Mask(R) connected to SceneTexture:PostProcessInput0 to Mask(RGB). This overlays whatever color you choose over the regular colors for a more subtle underwater effect. Instead of adding a Post Process component to the character, add a Post Process Volume Actor to the world map wherever you want the underwater effect. Add the post process material like in the video to the actor instead of the component.
@MartKart82 жыл бұрын
I like how this can work as a camera filter type as well.
@GoatOfTheWoods2 жыл бұрын
You are awesome, saved me so much time! Subbed.
@keeevart1424 Жыл бұрын
How to limit that to a volume like a cube so it appear only in the cube that represent the sea for exemple and work then only underwater (in the cube) and out its just normal ?
@crossbonesI7 ай бұрын
instead of creating the post process in the character blueprint, create it in the map specifically.
@rishabhkumar95535 ай бұрын
@@crossbonesI Bro, I tried doing this on BP thirdpersongamemode map but honestly, the whole screen is still blue. Can you further elaborate on how to limit the volume to cube itself?
@joeduncan80112 жыл бұрын
Thanks! Simple Straight to the point and QUICK!! :)
@captainjoeyny8403 Жыл бұрын
Can I apply this material to a post process volume for underwater effects?
@jd-foo Жыл бұрын
superb!
@HoracioSchvemler Жыл бұрын
Genial!!
@desocrate2 жыл бұрын
Hi, when I move forward or back, the normal map goes very crazy and fast. It also gets tiled more the further I am away from the post process box, why?
@uavisionx2 жыл бұрын
Done use the append node, instead just input direct values for speed in the panner. That should make it better.
@mrjryan449 ай бұрын
@@uavisionx this worked for me. I deleted the append node and the 2 parameter nodes attached to it. I replaced all of that with a constant, changed the value to 0.05 and attached it to the speed pin. bigger number equals faster speed; 1 was too fast for a calm pond.
@uavisionx9 ай бұрын
@@mrjryan44 thanks for the update buddy, ill try this out...cheers!
@milik882 жыл бұрын
Hello, Thank you very much for this great tutorial ! Is there a way to have opacity to the shader so the image won’t be so monochromatic ?
@CorebGames2 жыл бұрын
Sure thanks
@andrinSky2 жыл бұрын
Hello Coreb Games, how can i change the Blueprint, that we would see this Effects only under the SEA-Level and not in the whole level?
@CorebGames2 жыл бұрын
Hello, use post process box.
@chainscape2 жыл бұрын
Thank you! :) Can we use this in our commercial projects if we provide an original water normal texture?