Non Uniform Scaled SphereMask in UE4

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tharlevfx

tharlevfx

Күн бұрын

What is a SphereMask and how can we scale one?! Find out here!
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Пікірлер: 18
@alxleiva
@alxleiva 2 жыл бұрын
Once again I end up in your channel. You and Ben Cloward have the best technical videos!
@pto2k
@pto2k 9 ай бұрын
Hi, I'm searching for 2 questionsfor the sphere masks and landed here. Hope you could point some direction for me if possible~ Thanks! 1. how to scale the mask disproportionally on one axis? I mean like x2 on the x>0 side but x3 on the x
@tharlevfx
@tharlevfx 9 ай бұрын
For noise you generally use a texture mapped to world space - either a 3D volume texture or a 2D projection depending on your use case. Then just add this to the world space coordinates that you’re comparing against. For disproportionally scaling - you basically just have to make 2 masks and then blend them at the centre point. Hope that helps!
@pto2k
@pto2k 9 ай бұрын
@@tharlevfx Thanks! that’s very helpful!
@assessin23
@assessin23 Жыл бұрын
Hi ! Nice video - I was wondering if there is a way of letting something like a black filler material (or a nicer one) cover up the cut surface in a mesh that is masked (by something like a opacity sphere mask for example)
@tharlevfx
@tharlevfx Жыл бұрын
Sadly this isn’t trivial - unreal can’t just create geo where the cut is. One option is to use an unlit black material on your interior faces which approximately looks like a solid object cut but it’s not ideal.
@assessin23
@assessin23 Жыл бұрын
@@tharlevfx thanks for answering ! i have tried something like this and visually it does not much since other objects might be inside those (like environment cliff mesh combinations) which reveals more and more layers of objects underneath. the best example i found was sadly in unity -----> kzbin.info/www/bejne/e6XYnJWZn5usfdU I see more and more videos about opacity masking and all of those have this kind of questions. there msut be a way of covering the masked out volume and maybe even applying a triplanar material (or at least total darkness cover). somehow i am hitting to many dead ends on this topic : /
@DavidWKimber
@DavidWKimber 2 жыл бұрын
Saved my goose again man, thanks!
@xy2411382
@xy2411382 3 жыл бұрын
Could you please point out a way, How to make it when static mesh rotation
@MarcelAdamCG
@MarcelAdamCG 3 жыл бұрын
Was looking for that, thanks a lot!
@sounddifferent3752
@sounddifferent3752 5 жыл бұрын
Works like a charm! Thanks again Tom :)
@GymRaticus
@GymRaticus Жыл бұрын
How would you rotate this mask to match a world rotation?
@tharlevfx
@tharlevfx Жыл бұрын
You can Rotate the world position coordinates to match the rotation you need I believe
@GymRaticus
@GymRaticus Жыл бұрын
@@tharlevfx Can you elaborate a bit? Do you mean rotating the absolute world position? Or do you mean rotating the end result before it goes into A of the sphere mask?
@tharlevfx
@tharlevfx Жыл бұрын
@@GymRaticus rotating the world coordinates, in the same way you can scale them to create longer shapes you can rotate then too before you compare them to the sphere mask
@muratakdan6964
@muratakdan6964 3 жыл бұрын
Thank you man
@marcinksiazek2794
@marcinksiazek2794 3 жыл бұрын
Hey there! Another great lesson, thank you so much! If you allow me, I have three questions for you about sphere masks. I'm using techarthub approach to paint on the meshes / render textures, using unwrapping and then sphere mask as my brush. But: - I don't know how to add custom texture mask to the sphere mask - like for example some grungy / noisy imitation of the paint brush - Sometimes, when my meshes are thin, the sphere mask paints on the backside of the object - I don't know how to get rid of this issue. - If I'm changing sphere mask proportions, like in your lesson, when I rotate my object / canvas, the sphere shaped brush becomes egg - because the sphere mask should rotate same as the object and I can't find the answer anywhere how to do this :/ Maybe there is some different approach I don't know about, to solve this problem without using sphere mask, but I'm out of ideas. Standard render texture painting is obviously not a solution as it cuts off the paint on the UV edges which is unacceptable due to the design of the project.
@tharlevfx
@tharlevfx 3 жыл бұрын
Adding texture is easy, just project a texture in local, world or uv space and multiply it by the sphere mask values. If the mesh is thin then you could maybe add a world space direction check to create another mask via the dot product then you would know if it’s the front or back of the mesh. Lastly you just have to take the object rotation into account in the material - there’s a material node that outputs ObjectOrientation I believe.
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