Is there a manner so as to add a fabric glow to meshes with out altering each single materials that’s on a mesh?
I’m desirous to do some glows on characters and presumably another meshes, and I’m attempting to do it simply with supplies. I do know I might change each single materials that would presumably be modified, however that additionally would entail plenty of work for a easy impact.
So, is there a approach to do one thing like this with out altering each single materials individually?
There’s a methodology you may arrange through Blueprint, the place it principally duplicates a skeletal mesh and mirrors the entire animations on it, which you should utilize as a kind of “shell mesh” and apply a easy emissive materials with some world place offset to the verts (to push them out a little bit to keep away from overlap and z preventing).
Manufacturing-wise, it’s cheaper from a efficiency standpoint so as to add the glow in your grasp character/prop materials and regulate it through blueprint or anim curve, however if you wish to keep away from that it’s doable to make use of the above methodology.
I do know duplicating meshes is one thing that’s been averted purposefully, so I’ll look into doing that as an alternative. I got here right here to test to see if anyone knew one other manner moreover these two, but when that’s my choices, then I’ll cope with them.
Thanks in your response
It actually simply depends upon the undertaking. In case you have one thing like Diablo or Darktide the place you will have dozens and even tons of of characters stay all utilizing that function, the fee will stack up fast. However when you’ve got a recreation the place solely a small variety of cases can ever use it, like simply the primary participant, try to be secure
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You are able to do it as a post-process impact materials utilizing stencils
Calculate dot product from digicam to world regular and also you get the fresnel gow, set it with an influence node for finer tuning then mix it with the ultimate body.
I used overlay mix, you should utilize add or different mixing strategies, additionally you may undertaking noises from digicam house for extra variations.
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Thanks for that as nicely and the instance. I don’t know an excessive amount of about publish processing stuff with UE, nevertheless it’s one thing I do know I’ve to study. Is publish course of materials efficiency heavy?
I’m guessing you simply specify what receives the publish course of based mostly on its stencil worth, in order that it doesn’t get utilized to every thing that’s utilizing that materials as a dad or mum? Or would this want an unique materials dad or mum per object you need to have an effect on?
I don’t have a lot expertise with publish course of both, so I’m attempting to wrap my head round the way you go about proscribing or specifying particular person issues that the publish course of impact is utilized to
From the unreal documetation.
Hey are heavier than normal materials, however you may simply stack as much as 5 lighter supplies like this and get no efficiency points. After all it depends upon the platforme.
Apply the stencil worth per object. The restrict is 255 distinctive stencils.
In principle, you cod have 255 distinctive post-process materials results in-game for varied actors.
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I figured it was one thing like that. Thanks for the data and sharing the screenshot examples
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