UE4: Stealth Invisibility Effect (With Distortion)

  Рет қаралды 57,472

Tech Art Aid

Tech Art Aid

Күн бұрын

Make a character invisible in Unreal Engine 4, with a stealth-game distortion effect in the silhouette.
Get project files: techartaid.com...
Custom depth in post-process is used for high performance, eliminating the need for any translucent material.
Nodes screenshot: imgur.com/a/YY4Fk

Пікірлер: 121
@banderzwierz
@banderzwierz 8 жыл бұрын
Isn't this a little overkill? I mean using postprocess for a one character effect? As I understand this, postprocess in UE4 is basically a single quad that's redrawing the full screen. Just like the tranparent materials except that transparent material is only calculated where it's needed. Basically using transparent material would recalculate much less of a screen. I assume that's the reason why transparent materials are possible on mobiles and custom postprocesses are not. The only situation I find that using a postprocess for such an effect is a good idea is when you have A LOT of objects with this effect on a screen with lots of overdraw.
@TechArtAid
@TechArtAid 8 жыл бұрын
EDIT: Back then I didn't realize you can do exactly the same thing on translucent materials, without refraction. So here's a version for a translucent material: imgur.com/a/gGt1J +PanDenat Postpro gives you control over how this transparency looks like. True, simple distortion is possible with UE's translucency refraction. It's likely, though, that you'll run into problems with polygon sorting (the final silhouette is the thing to be half-transparent, not separate triangles). And what about making randomized stripes or a hex pattern? This redraw thing is interesting, though :)
@scheisseamdampfen
@scheisseamdampfen 4 жыл бұрын
If youre a mobile developer i would agree but it also depens on what visual and accurate quality you wish for you pc/console games. I wouldnt use this technique, because im not a fan of postprocess because of the performance cost. But we all know that games are like buckets, you cant put everything in it and still expect to weigh nothing, you need to chose wisely, we still dont have quantum gaming pcs.
@NilsonFeLima
@NilsonFeLima 8 жыл бұрын
the way you explain things is awesome!
@TechArtAid
@TechArtAid 8 жыл бұрын
nice! especially that this video was the most improvised one so far ;]
@TorQueMoD
@TorQueMoD 7 жыл бұрын
Absolutely fantastic tutorial. Well thought out and you actually teach us WHY to do things rather than just saying "Do This". Liked and Subscribed.
@amigoface
@amigoface 6 жыл бұрын
Man this is fantastic ! i loved this one , very easy to follow and to understand
@TechArtAid
@TechArtAid 6 жыл бұрын
+Issam Boughanmi Nice ;) I hope you'll enjoy the other tutorials too
@ChathuraJayalath
@ChathuraJayalath 7 жыл бұрын
Very nice tutorial, well explained the critical information about each node. Thank you.
@TechArtAid
@TechArtAid 7 жыл бұрын
+Chathura Jayalath Thanks Chathura, I'm glad that's helpful
@BartomiejWok
@BartomiejWok 7 жыл бұрын
Very well made tutorial and with project files! Thanks a lot!
@rafaelsanson462
@rafaelsanson462 4 жыл бұрын
If anyone has problems with newer versions of UE4, make sure you disable both [Render in Main Pass] and [Render in Depth Pass] to make it work properly!
@XboxRocker706
@XboxRocker706 4 жыл бұрын
Where do I disable these?
@TechArtAid
@TechArtAid 4 жыл бұрын
In static mesh component's properties. I just updated the example files on techartaid.com/products Thanks Rafael for pointing this out!
@BdyPhrk
@BdyPhrk 7 жыл бұрын
Amazing tutorial thanks man!
@TechArtAid
@TechArtAid 7 жыл бұрын
+B100dyPhr34k Thanks for watching :)
@DevGods
@DevGods 2 жыл бұрын
I know this is pretty old. I seen some comments about using a material for this instead of post processing but I’m struggling on understanding how to get it to work at runtime. With this method I just change the cloaked players custom stencil and he’s invisible. With a material I’d have to what? Create a dynamic material then apply it to all objects then when I want to uncloak him set the materials back to the original. Is all that really worth the performance loss of the post process material?
@TechArtAid
@TechArtAid 2 жыл бұрын
So what the commenters meant is to use the Scene Color node within the mannequin's material. Very similar node setup to the one in the video, but on the character itself, not post process. We can talk on Discord if you want discord.gg/J8P6mpaJ
@Merlock1010
@Merlock1010 4 ай бұрын
So i read in the comments that you also need to disable Render in Depth Pass, im on UE 4.26 and I was wondering if I could toggle this from blueprint? I can toggle the render in main pass fine but I cant seem to find the node to toggle the depth pass
@TechArtAid
@TechArtAid 13 күн бұрын
Today I'll approach the topic differently. Skip the post process, just make a Translucent material for the character with Refraction enabled. You can use the 2D refraction mode (in material's Details) as that's easier to control than IOR. In that case, simply attach the NormalMap * Strength to the refraction output.
@jimbo5528
@jimbo5528 8 жыл бұрын
Thanks for the tutorial. Maybe you can do a video on a stylised post process render?
@TechArtAid
@TechArtAid 8 жыл бұрын
Can you please post a screenshot of what you'd like to see? I'm creating an environment in Mario Kart 8 / new Zelda style and I will make tutorials based on it. It will take me some time, though. Please check this in the meantime - kzbin.info/www/bejne/mneoq56Dr9GHbKM ;)
@acxsasx
@acxsasx 8 жыл бұрын
Thank you for sharing this.
@TechArtAid
@TechArtAid 8 жыл бұрын
+acxsasx Thanks for watching ;)
@KamskiStudio
@KamskiStudio 8 жыл бұрын
Nawet nie wiedziałem że są, przyzwyczajony jestem do tutoriali po angielsku :)
@Dylan-go5iv
@Dylan-go5iv 6 жыл бұрын
This was very informative and helpful, but I feel like the length of the video could have been reduced by at least 1/3 just by removing awkward pauses. That would not only make the video more enjoyable to watch, it would also most likely get a lot more views.
@TechArtAid
@TechArtAid 6 жыл бұрын
Thank you for the feedback. That's what I try to do now - I spend hours on editing so viewers only spend time on actual learning. The episode about dynamic texture coordinates holds the title of my fastest-paced one, I think :)
@j03m4r13
@j03m4r13 6 жыл бұрын
For goodness sake, this technique the guy is freely giving is already a treasure and worth a $$ from some a*hole. Stop whining and instead be grateful for his generosity to share the tip.. Anyways, the tutorial is great and it's very clear and straightforward @Tech Art Aid.. I really appreciate it.
@Dylan-go5iv
@Dylan-go5iv 6 жыл бұрын
GunplaJoe It was constructive feedback that was clearly understood by the creator. No need to get your panties in a bunch.
@j03m4r13
@j03m4r13 6 жыл бұрын
Nah, you're just lucky that the creator is a nice guy.. Just stop being a whiner - that's all
@Dylan-go5iv
@Dylan-go5iv 6 жыл бұрын
Doesn't change my luck 1 bit. I honestly don't care if it's received as I intended it or not. I stated something that I thought would be a positive change to his channel after already telling him that I found it to be very informative and helpful. Just because that can't be understood by easily offended people doesn't mean that I ever did anything wrong. I'm not going to give feedback and lie by saying it's perfect in every way when it's not. Nothing is.
@clanwars9618
@clanwars9618 3 жыл бұрын
Any ideas how to use this concept to create a 'fog of war' effect?
@TechArtAid
@TechArtAid 3 жыл бұрын
You'd need a render target. Search for this term. I plan to upload tutorials about them in a few weeks
@MagimanD
@MagimanD 6 ай бұрын
Hey man, great video this is so close to what I needed, I made it a normal translucent material and I'm using this as an overlay Material on my character and it looks great from far but if you get very close you can kind of see the mesh underneath and the textures is there anyway that I can hide those without having to duplicate the mesh?
@TechArtAid
@TechArtAid 6 ай бұрын
Yes, translucent will be better! I wish I could edit the vid ;) Do you need the mesh underneath? If not, I'd do Set Material (in BP) rather than using the Overlay slot
@MagimanD
@MagimanD 6 ай бұрын
I do need the mesh I'm trying to do a active camo like in the halo games when active it fades you to invisible with some normal distortion @@TechArtAid
@TechArtAid
@TechArtAid 6 ай бұрын
Ah I get what you mean. I wonder what would happen if you make the mesh Translucent as well? In theory it should become invisible to SceneColor. Or what you could do is to fade it out (synchronously) via Masked Opacity. See my oldest video in the channel, about dithered opacity
@MagimanD
@MagimanD 6 ай бұрын
@TechArtAid my only issue with this is that if have a 2nd player like a local co op and we have the same weapon is going to fade his as well not so worried about the character cause I have different meshes for p1 and p2
@Dovah762
@Dovah762 Жыл бұрын
Will enemies be able to detect/see you when in a cloaking state like this and attack or will they just act as if nothing's there?
@TechArtAid
@TechArtAid Жыл бұрын
They will. it's just an effect
@Dovah762
@Dovah762 Жыл бұрын
@@TechArtAid Do you have recommendations on how to get that setup so they won't attack, or is there a video you or others made? Perhaps if I join your discord too I could ask around or find someone to help me make it (I'm new to building bps and all).
@evanerichards
@evanerichards Жыл бұрын
When I build this in unreal 5.2 it gives me this error when I connect the constant and the scene texture to the multiply node: [SM6] (Node Multiply) Invalid input types: float4, float3
@TechArtAid
@TechArtAid Жыл бұрын
Put Component Mask: [R,G,B] in between. Or Append (with Constant scalar of 1.0)
@evanerichards
@evanerichards Жыл бұрын
@@TechArtAid I didn't get a change to try those things, but I fixed it by replacing my constant3vector with a constant4vector. That seemed to work. Thanks so much for the tutorial. Very helpful!!
@TechArtAid
@TechArtAid Жыл бұрын
Awesome, glad you enjoyed it!
@youtubesucks5131
@youtubesucks5131 6 жыл бұрын
when I disable "render in main pass", my post process effect is not displayed anymore. any idea why this could be?
@KamskiStudio
@KamskiStudio 8 жыл бұрын
Dzięki, super tutorial :)
@TechArtAid
@TechArtAid 8 жыл бұрын
+Bartosz Kamiński Miło słyszeć! (przy okazji: czy polskie subtitles się przydały czy niepotrzebne?)
@TechArtAid
@TechArtAid 8 жыл бұрын
+Bartosz Kamiński ...ach, nie ten film. Polskie są w Detailed Texturing
@madben
@madben 6 жыл бұрын
uhm, when i am close my cube is fully black
@mutluardaerdogmus
@mutluardaerdogmus Жыл бұрын
hello how can i use this effect while our character is behind specific objects which are also translucent?
@TechArtAid
@TechArtAid Жыл бұрын
Then you can skip the post process and custom depth approach. Instead, make a translucent materiał for the character and enable Refraction (IOR > 1)
@mutluardaerdogmus
@mutluardaerdogmus Жыл бұрын
@@TechArtAid the thing is actually i have a scope and im trying to mask its inner parts via using another cylindric plane on top of its glass part. i tried custom stencils but only thing i got is pure black zones
@mutluardaerdogmus
@mutluardaerdogmus Жыл бұрын
@@TechArtAid thanks for fast reply btw
@mutluardaerdogmus
@mutluardaerdogmus Жыл бұрын
@@TechArtAid i just need to mask out the parts of scope which are behind my translucent mesh
@TechArtAid
@TechArtAid Жыл бұрын
Ahh, got it. But sorry, I'm not that well versed in stencils / custom depth
@darikostov9583
@darikostov9583 6 жыл бұрын
I want the material to dissolve to my invisible mask can somebody help me
@victorhenrique2446
@victorhenrique2446 4 жыл бұрын
Hello, how are you? How can I make a system that the distortion appears in smooth effect? Like I press a button and it creates distortion (this I already did) I just want to know how to make a smooth transition system
@TechArtAid
@TechArtAid 4 жыл бұрын
Add a scalar parameter (ideally in a Material Param Collection) that you will use to control the normal map's strength. FlattenNormal node. Set this value in Blueprint
@TechArtAid
@TechArtAid 4 жыл бұрын
Send me an email to support (a) techartaid.com. I'll try to send back a material and BP for you tomorrow
@repogamesstudio2366
@repogamesstudio2366 5 жыл бұрын
awesome ;)
@TechArtAid
@TechArtAid 5 жыл бұрын
Thanks 🔥
@naviseven5697
@naviseven5697 7 жыл бұрын
Is there a way to make the distortion effect only distort where the player mesh is looking instead of the camera?
@TechArtAid
@TechArtAid 7 жыл бұрын
+Navi Seven Do you have an example or a sketch?
@naviseven5697
@naviseven5697 7 жыл бұрын
What i actually wanted is to make the post process behave like a material with 0 opacity and high refraction (around 2.4). It's almost the same as what you did, but what the character "reflects" (if we can put it in that way) affects much less the character. I guess creating the refracted material is easier to look what i'm talking about, i don't think i'm putting the right words here.
@naviseven5697
@naviseven5697 7 жыл бұрын
Also, i have another Post Process for outlining some stuff when i need'em, but this effect seems to be "consuming" the outline. How can i have bot woring?
@TechArtAid
@TechArtAid 7 жыл бұрын
+Navi Seven So you're looking for an effect which is closer to the shape of the character, not just random distortion, right? Probably refraction will be the easiest way. But to emulate it, I would use the Scene Color node in the material, distorting it by world-space normal transformed to camera space. So a material for the character instead of doing it in postprocess (actually, most postprocess effects can be created in a translucent material as well :) that's little known, but possible, because Scene Color works there too). As for the outline effect - you'll need edge detection, which can be done by sampling neighbouring custom depth values (UV minus 1 px, UV plus 1 px etc.). It's explained in Stylized Environment docs and Tom Looman's article on custom depth.
@naviseven5697
@naviseven5697 7 жыл бұрын
I don't think you got my idea, maybe because i'm not native english speaker and cant express myself well, and maybe i don't understood well what you said well aswell. I actually think is much better the shape of your effect, however, i think the reflection in it is not very good. I took a screenshot to show you what i mean. ibb.co/kcxd0k I don't even know what to say to explain. The way you do is good, but how can i achieve the reflection to be closer to what the "better" part ?
@Christian-qx1zw
@Christian-qx1zw 6 жыл бұрын
what is that node he put after the multiply?
@TechArtAid
@TechArtAid 6 жыл бұрын
Here's a full screen shot: imgur.com/a/YY4Fk
@3sgamestudio
@3sgamestudio 7 жыл бұрын
How to make it work in multiplayer?
@TechArtAid
@TechArtAid 7 жыл бұрын
+Venomek1985 I don't know ;) Won't it just work to toggle custom depth for certain characters?
@raanic767
@raanic767 5 жыл бұрын
is the skeletial mesh still have collision?
@TechArtAid
@TechArtAid 5 жыл бұрын
Yes, why not
@raanic767
@raanic767 5 жыл бұрын
@@TechArtAid thankyou so much for the video... really appreciate it. 👍👍👍
@TechArtAid
@TechArtAid 5 жыл бұрын
I'm glad it was useful for you! :)
@jack0wack0
@jack0wack0 8 жыл бұрын
does this work with mobile(iOS & Android)?
@TechArtAid
@TechArtAid 8 жыл бұрын
+jack khor OK, now I know. It's not possible on mobile in 4.12 (no custom postpro - only grading, bloom and other built-ins). UE 4.13 introduces custom postprocessing to mobile but only on a subset of devices (it makes sense). Personally I'd not limit the number of potential players of my game. Mobile market is already hard enough ;) General advice: you should avoid doing heavy postprocessing on mobile. The amount of pixels to process on HiDPI displays is insane. If you really need some postpro: Use 'STAT unit' console command to show how many miliseconds it takes to render a frame (16.67 is 60 FPS). Disable Unbound in the postprocessing volume to see its effect only when you enter its box. That way you'll be able to compare performance. answers.unrealengine.com/questions/16654/how-to-show-fps-ingame.html
@Christian-qx1zw
@Christian-qx1zw 6 жыл бұрын
How do you switch this effect on and off in game?
@TechArtAid
@TechArtAid 6 жыл бұрын
One way is to make a global Parameter Collection and change a value in it through Blueprint
@32zim32
@32zim32 5 жыл бұрын
Does this works if character is behind some object? Ii think this could be better made using ordinary material, using SceneColor and Emissive Color.
@TechArtAid
@TechArtAid 5 жыл бұрын
A transparent object? It should, because transparency doesn't write to the Z buffer. Open my example files and try :)
@daryllespanola8740
@daryllespanola8740 8 жыл бұрын
Thank you! I've been looking for this. Same as the technique used by Paragon devs for creating character abilities effects.
@TechArtAid
@TechArtAid 8 жыл бұрын
+Daryll Española Oh. Is there some material to read/watch about that? :)
@MrPangahas
@MrPangahas 6 жыл бұрын
Is it possible to have multiple post processes working one on top of the other?Say I have a post process volume that blurs everything or an outline post process,I want to have the distortion effect on top of it.
@TechArtAid
@TechArtAid 6 жыл бұрын
+Marvin Cruz Yes. Add more blendables to the blendable list in the camera or postprocess volume
@hui2975
@hui2975 6 жыл бұрын
Amazing ! it will make a rain scene
@nagybalint1474
@nagybalint1474 3 жыл бұрын
wow, the process is kinda the same in 4.25.4 right xd?
@TechArtAid
@TechArtAid 3 жыл бұрын
Should work? But honestly, I'd do it in a material instead of a postprocess. Like one of the commenters suggested
@nagybalint1474
@nagybalint1474 3 жыл бұрын
@@TechArtAid how i cant find a good effect like this anywhere with materials
@TechArtAid
@TechArtAid 3 жыл бұрын
Set the material's type Unlit. Use a Scene Color(?) node to read the content of the screen *behind* the current actor. UVs in this case will need to be Screen UVs. Distort them in the same way as in this video.
@nagybalint1474
@nagybalint1474 3 жыл бұрын
@@TechArtAid can i please get the moss texture i don't have any normal maps :c
@TechArtAid
@TechArtAid 3 жыл бұрын
Ah, sure, they're in the project files. This entire material is there as well. Get them for free at techartaid.com
@sam_music555
@sam_music555 7 жыл бұрын
Just a stupid notice, when invisible it shouldn't cast shadows :)
@TechArtAid
@TechArtAid 7 жыл бұрын
+samuele Haha, that's an interesting problem, with the idea in general. It depends on how the technology works. For example capturing the image and displaying it on the other side of cloth ;)
@glencelow
@glencelow 7 жыл бұрын
HI, great video ^^ but i was wondering if its possible to have no reflection for this as im trying to create a barrier shape like a dome and the dome having the distortion effect the only problem is when my character is inside there is a reflection behind my character(3rd person),
@TechArtAid
@TechArtAid 7 жыл бұрын
Can you share a screenshot? I suppose it's the character not reflecting, but rather being smeared around by the distortion. I'd recommend doing what I did here, but not with a postprocess effect. Instead, recreate the node setup in the dome's material. SceneColor node will give you what's behind the object. Does it make sense?
@glencelow
@glencelow 7 жыл бұрын
imgur.com/a/Pf7bV this is what is happen, so instead of postprocess for the material domain do i use surface with translucent for it instead?
@glencelow
@glencelow 7 жыл бұрын
Huge tks, it looks a lot better now tks a lot and also for the fast reply ^_^.
@FedePortillo
@FedePortillo 6 жыл бұрын
Im on 4.19.2 and Blendables menu has changed to Post Process Materials or thats where the search bar is redirecting me when i searched for the Blendables menu.
@TechArtAid
@TechArtAid 6 жыл бұрын
That's right
@FedePortillo
@FedePortillo 6 жыл бұрын
Thanks for the tutorial. How rude i was.
@TechArtAid
@TechArtAid 6 жыл бұрын
No, why :) It's exactly like that. That's the main issue I have with video tutorials - no way to edit.
@element10studios8
@element10studios8 7 жыл бұрын
Awesome tutorial! Thanks for sharing! :D
@TechArtAid
@TechArtAid 7 жыл бұрын
Thanks for watching :) Cheers
@jan050375
@jan050375 7 жыл бұрын
your usage of shortcuts without telling us what shortcut it is makes it really difficult for inexperienced people, you know, the kind of people who are looking for tutorials
@TechArtAid
@TechArtAid 7 жыл бұрын
+jan409 Sorry for that. What actions would you like to know?
@jan050375
@jan050375 7 жыл бұрын
the blueprint nodes like multiply or constant. i have already looked them up, but thats one extra step that makes the learning experience less pleasant.
@TechArtAid
@TechArtAid 7 жыл бұрын
+jan409 Thanks for your feedback. I should have run KeyCastOW :) So for the others watching this vid: Hold 1, 2 or 3 and click to create nodes of constant numbers (scalar, vector2, vector3). Hold M and click for multiplication, A for addition.
@BdyPhrk
@BdyPhrk 7 жыл бұрын
Having to look things up is what learning is about.
@TorQueMoD
@TorQueMoD 7 жыл бұрын
Though I can understand your frustration, you really shouldn't be trying to tackle Post Process materials without first having a basic understanding of material editing and if you don't know the shortcuts for Multiply (M) or constant (1) or the fact that you can just right click and type in the name manually, then you really need to come back to this tutorial later. Tutorials aren't only for beginners. Sometimes it's nice to have an advanced tutorial that just gets straight to the point which this video does perfectly.
@ScoutOW2
@ScoutOW2 7 жыл бұрын
Half the stuff is off the screen, i cant see what you are doing
@supercooldude987Official
@supercooldude987Official 7 жыл бұрын
is there anyway that you can make this so that if you press a button it will change between transparent and opaque?
@TechArtAid
@TechArtAid 7 жыл бұрын
I can see 2 potential solutions: 1) make a mesh with a Masked material (kzbin.info/www/bejne/n5aroYd9lLVrh5I) and a 'shell' with the effect shown here (or imgur.com/a/gGt1J ) 2) use a Translucent material and standard refraction, normal map, without this effect at all In both solutions animate opacity in the material. Untested, so I'm just guessing.
@supercooldude987Official
@supercooldude987Official 7 жыл бұрын
Tech Art Aid okay I'll give it a try and if I have any problems I'll come back to you with them!
@supercooldude987Official
@supercooldude987Official 7 жыл бұрын
Tech Art Aid also that first link isn't working
@TechArtAid
@TechArtAid 7 жыл бұрын
kzbin.info/www/bejne/n5aroYd9lLVrh5I
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