Post-processes can be used for all sorts of things in a project, my favourite is using this kind of effect when the player takes damage. Quickly pixelating the edge of the screen, colour shifting in the direction of damage, then returning back to normal. I wanted to explain every step of the process instead of just showing you a node graph and leaving you to figure it out for yourself. Let me know if you liked the format, if you'd like to see anything different as well as what you'd like me to make a guide on next!
@cathleenclayton943310 ай бұрын
I just wanted to say that the way you explain stuff is so clear and easy. Love the video. Thank you so much.
@DanGoodayleUnreal10 ай бұрын
Glad it was helpful!
@jerobarraco3 ай бұрын
nice video. great explanation of custom stencils, postproc. That view size node was a great addition. Thanks.
@samarthgohel36243 ай бұрын
worked perfectly TYSM + added speed for the glitch as well, looks even better
@L89P13Ай бұрын
i need exactly a mozaik effect like that even before you made the movement shifting effect. thank you for this tutorial. however, the effect goes through everything and even if the actor i want to have the pixel effect is behind a door for example, the pixel effect still goes through the mesh of the door. do you have a way to not reveal that something with this effect is behind the door and only when im actually looking at the actor with no obstructions in the way can i see the actor and the pixel effect?
@tadhgcollins11873 ай бұрын
Great video thank you! Can anyone suggest a method of accessing the material parameter like 'pixelation amount' in Sequencer?
@air_id_as2 ай бұрын
Hey Danny, I wad wondering when you will make the tutorial on how to direct the effect towards specific objects or characters?
@DanGoodayleUnreal2 ай бұрын
Hey there, you’d could have the post process effect a certain stencil channel and then have those objects be set to that channel? Hope that helps
@007LvB5 ай бұрын
This is golden, bro! xD For my own purposes, I added a sample from scene depth (pixel effect gets really ugly to look at from greater distances). So something like "SceneDepth / 8000000 -> Saturate -> Lerp(4, 0.5)" which then replaces the "PixelationAmount" parameter. I also set the Blendable Location of the material to be "Scene Color After DOF" so I could read the scene depth texture. Very great results, and looks very un-"Unreal", which is also great! :D
@DanGoodayleUnreal4 ай бұрын
Very nice way to do it! Great job, would love to see the results for that
@007LvB4 ай бұрын
@@DanGoodayleUnreal I would love to show you, but it's not quite ready! xD I can ping you when it's presentable if you want..
@DanGoodayleUnreal4 ай бұрын
@007LvB sounds good to me!
@恥ずかしさをお届け3 ай бұрын
nice!!!
@SanyaBane8 ай бұрын
Looks great. Thanks for explanation!
@DanGoodayleUnreal8 ай бұрын
No problem!
@magicman8260 Жыл бұрын
Thank you so much for this explination! I hate working with materials but you made it very easy to understand. Please keep up thee awesome tutorials! Also, how do I make it so the effect goes any other directions other than side to side like it is?
@DanGoodayleUnreal Жыл бұрын
No problem, thanks for the comment! You can change the direction by modifying the "Add" nodes - right now it offsets both X + Y but you might want to make it only on the X value for instance.
@MrITuckerz Жыл бұрын
Thanks for posting this!
@DanGoodayleUnreal Жыл бұрын
Thank you!
@ericdrob11 ай бұрын
heroic!!
@SpaceShrimp6 ай бұрын
great tips, but using a IF node is costly. Using a stencil compare node could be more efficient :)
@DanGoodayleUnreal6 ай бұрын
Very true! I need to look at what this compiles too, would be an interesting comparison to see how the performance is impacted
@SpaceShrimp6 ай бұрын
@@DanGoodayleUnreal I just hope there is no IF in the stencil compare node :P