In this tutorial I'll show how to create a post process effect inspired by the Spiderverse movies. More specifically the shading on Miles' universe characters. Enjoy!
Пікірлер: 55
@hotsauce7124 Жыл бұрын
Looking forward to the water color effect you mentioned in the beginning of the video.
@will3d657 Жыл бұрын
amazing stuff! Please keep these coming!
@narenjj10 ай бұрын
Absolutely fantastic! Please continue bring all spiderverse effect!! :)
@locodrome Жыл бұрын
LOVE this tutorial - learned so much from it. As a relative noob, I'd love to hear more of the reasoning and thought process as you go in order to learn the principles, but I'll take what I can get. Thank you for doing this!
@IamAVaporeon9 ай бұрын
I've learned so much simply from this tutorial. The information here is invaluable. Thank you so much, subscribed!
@Andropex9 ай бұрын
Post Process materials are so interesting theme to learn and your content is really cool. Please do more, u`re great!
@EnriqueVenturaGames9 ай бұрын
Thanks, will do!
@stateofthefuck208910 ай бұрын
amazing , is just what I was looking for
@hotsauce7124 Жыл бұрын
This is VERY COOL!!!!
@imkeyi11 ай бұрын
wow this is outstanding thank you
@galaxymemerАй бұрын
THANK YOU- THIS IS EVERYTHING I'VE NEEDED FOR SO LONG
@cryingpsycho Жыл бұрын
I'd love more stylized stuff. Thanks!
@eldonfrascoverde1 Жыл бұрын
Gracias por compartir todo el proceso desde el analisis de la imagen de referencia hasta el resultado final tan exacto. Hacen falta más tutoriales de este estilo donde se explique todo el proceso y analisis paso a paso para que se pueda comprender como ir desde el punto A al punto B y que no sea como otros tutoriales más cortos donde simplemente se copian los pasos y se optiene el resultado. ❤
@tylercathey88488 ай бұрын
NAHHHHHHHH THATS SICK AF BRO
@rodericdarkwellАй бұрын
Could you please make a video on how to do something similar to this but like in the show Arcane? AMAZING WORK!!
@seankale51163 ай бұрын
love this so much, very very well done! the only thing is that my metal surfaces still aren't very reflective.
@filydembele18516 ай бұрын
Thanks a lot for this, its amazing ! I would love a Gwen watercolor inspired post process tutorial 🙏🙏
@EnriqueVenturaGames6 ай бұрын
I´ve been really busy with work and life in general, but I still have it on the queue, hopefully I can get to it soon! :)
@filydembele18516 ай бұрын
@@EnriqueVenturaGames I understand, please take your time :)
@alisadeghi44804 ай бұрын
Can you please make a video about how to control the hatching sizes based on the camera distance?
@cryingpsycho Жыл бұрын
Please do the glitches too!
@FlamyREC8 ай бұрын
Looks amazing :O! I was wondering thou how to make the line patterns less visible, like turning the opacity by 50%
@EnriqueVenturaGames8 ай бұрын
Thank you! You can adjust the intensity, before you multiply the lines with the main part; there are a few ways, but an easy one would be to use a min() to increase the minimum value
@TheGiakaama3 ай бұрын
Nice Tutorial, some outlines would be cool combined with this effect. And maybe some thing on how to isolate this effect only on some meshes not all .
@EnriqueVenturaGames2 ай бұрын
You can apply the outlines from my other tutorial video (check it out! :P ) For your other suggestion, you can apply the effect to specific meshes using the stencil buffer
@InternetPinapple2 ай бұрын
@@EnriqueVenturaGames which one?
@shubhampranav11 ай бұрын
great tutorial ! will you be doing more effects from the spiderverse movies?
@EnriqueVenturaGames11 ай бұрын
Thank you! Yeah, I want to do so, but it's been really busy for me this month
@Southinator111 ай бұрын
HI Enrique , How do i combine this Post process effect with a current texture that i have made for a character or static mesh ?
@GAMERA14 ай бұрын
when using this in first person template and shooting objects or the balls brings a weird distortion kind of effect can you pls show a tutorial to fix it ?
@alexsw707710 ай бұрын
Is there like a colordestrotion thing or is the just the lights in the scene that is making it like that? Cuss i see like purple lines n stuff
@igorberezin87676 ай бұрын
Thank you for the great tutorial, is there a possibility to use it in mesh as overlay material? For example if I want some amount of objects effected by this post effect but most of objects and location not
@EnriqueVenturaGames6 ай бұрын
While maybe you can try to create a surface shader version of this effect, an easier approach is to use stencil masks to limit the meshes the effect is applied to.
@qaztim116 ай бұрын
Trying to replicate this in UE4, it works but the really ups the brightness of the scene unless the specular is turned up, wich makes the diagonal lines show on non shadowed objects.
@Cipxvr9 ай бұрын
Hey Im curious if there is a way to achieve the same effect without making the textures look plastic-y because of the base color. Im new too shaders so any help would be awesome!
@EnriqueVenturaGames9 ай бұрын
Yeah you can still use metallic materials as usual (see the reflective sphere behind the mannequin character in the video). You could still incorporate the roughness and other properties of the material as well, shouldn't be too complicated. Good luck! :)
@jimmyjones32002 ай бұрын
Hello> Firstly, holy cow. this effect is really really cool. I have been researching for a while and coming up short. However, I have one slight problem. I want to apply this effect to everything so I have left out the last part. But it really doesnt bode well with the sky. Its just black. Does anyone know why? Thanks
@bakedagency2 ай бұрын
Is there a way to make this effect work on everything in the view port and not just meshes I have a cloud system that I want to glitch...?
@KenHaise22 күн бұрын
How do i make everything have the circles in the lights
@ustos974Ай бұрын
hello I have a question in my unreal 5.4 I don't have the "before tonemapping" in post process mterial someone would know why?
@julianquiroga3466 ай бұрын
Enrique muy buenos videos!! Te hago una consulta, comentaste al final del video que se podría hacer que la densidad de las líneas y los puntos se escale en base a la distancia de la camara... como podria conseguir eso?? asi las sombras de los objetos que estan lejos no se ven tan grandes las lineas
@EnriqueVenturaGames6 ай бұрын
Gracias! La forma más fácil de hacer algo así es usar un lerp (interpolación lineal) entre los dos valores extremos; por ejemplo, una distancia entre lineas muy grande, y otra muy pequeña. En este LERP, el valor de Alpha dependería de la distancia a cámara. Sin embargo, tienes que normalizar este valor y mantenerlo entre 0 y 1. Para normalizar un número, tendrás que tener una idea de los posibles valores máximo y mínimo: distancia normalizada = (distancia actual - distancia minima) / (distancia máxima - distancia mínima)
@julianquiroga3466 ай бұрын
Geniooo!! muchas gracias por la respuesta@@EnriqueVenturaGames
@InternetPinapple2 ай бұрын
why does everything look unlit and how do i add the halftone effect to everything??
@JonCG11 ай бұрын
Bro,this one works if you render on sequencer?
@EnriqueVenturaGames11 ай бұрын
It should! :)
@wolfisft4 ай бұрын
So unfortunate that you didn't cover scaling of halftone pattern density based on distance from camera. That is what I am trying to figure out for the past week. Distance between the camera position and the absolute world position tends to distort the pattern. Are there any ideas on how to scale it correctly without relying on static implementation via World Aligned Textures?
@EnriqueVenturaGames4 ай бұрын
Sadly moire artifacts are kinda common with any repeating small pattern like that. To change any parameter based on camera distance, you can use a lerp: A and B will be the minimum and maximum values for the parameter, and the alpha is the camera distance, which will probably need to be fit into the correct range (you can search for fit function)
@wolfisft3 ай бұрын
@@EnriqueVenturaGames My apologies for reading your message late. I ended up moving on with other techniques in the meantime (inverted hull outlines using Geometry Scripting; rim lights, toon shader and bloom) for my university project. But now after seeing it, I tried to implement your suggestion with the remap node instead of custom fit function. And I got the same moire distortion. But, for some reason, when I remapped UVs to [-1,1] range before applying the ScaleUVsByCenter function and then back to [0,1] range it all worked pleasant. Not entirely sure why it required remapping of UVs to make it work. If I'll have spare time I'll try to figure it out, but for now I'm so happy with what I have.
@Andropex9 ай бұрын
Hi. Dude, this tutorial is legendary. You are a fucking legend! I love it so much and find some ways to use it as I need it, but I also have a few troubles and would appreciate it if you would help me figure this out. Do you have any ideas why I have a screen full of white glitches / pixels (Like white noise on tv) as a result of custom stencil? 24:20. And as a result of the next step at 25:55 my screen keeps being full of glitches, but now a bit less and they are just black. so i can see the scene, and now the character in my scene is colored as well as the scene, not lightless as yours. P.S.-1 - Yes, i changed the parameter in BP. P.S.-2 - Happens on both UEngine versions 5.1 & 5.2. P.S.-3 - It seems like something brakes up on step of making stencil mask. I`m so mad)) P.S.-4 - How fucked up am I? I forgot to change the project parameter you talked about... It Works now)) oh boy... Here we go.
@EnriqueVenturaGames9 ай бұрын
Ok so it sounds like your stencil buffer is busted for some reason. Make sure that the stencil pass is enabled on your project settings, and that only the meshes that you want to render a pass have the custom depth pass enabled. Another possible cause could be a hardware conflict? (That would be more rare)
@Andropex9 ай бұрын
@@EnriqueVenturaGames You`re right. As i wrote above - I forgot to change the project parameter you talked about. Thanks dude!
@EnriqueVenturaGames9 ай бұрын
@@Andropex Glad you found it! :)
@Andropex9 ай бұрын
@@EnriqueVenturaGames Dude, do you have any experience using texture instead of lines or dots from this tutorial? For example, replacing some of the nodes to create a visual effect that takes from the alpha of the needed texture, overlaid with the use of shadow and highlight masks that you create?
@Andropex9 ай бұрын
That's what I'm trying to achieve and I generally achieve this result, only I'm using the rgb channel instead of alpha and I'm losing one of the colors when I try to adjust the Tint for this texture.