Is there a method 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 making an attempt 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 lots of work for a easy impact.
So, is there a option to do one thing like this with out altering each single materials individually?
There’s a technique you possibly can arrange through Blueprint, the place it principally duplicates a skeletal mesh and mirrors the entire animations on it, which you should utilize as a form of “shell mesh” and apply a easy emissive materials with some world place offset to the verts (to push them out a 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 attainable to make use of the above technique.
I do know duplicating meshes is one thing that’s been prevented purposefully, so I’ll look into doing that as a substitute. I got here right here to verify to see if anyone knew one other method moreover these two, but when that’s my choices, then I’ll cope with them.
Thanks on your response
It actually simply is dependent upon the undertaking. When you’ve got one thing like Diablo or Darktide the place you may have dozens and even lots of of characters dwell all utilizing that characteristic, the fee will stack up fast. However when you have a recreation the place solely a small variety of cases can ever use it, like simply the principle participant, try to be protected
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You are able to do it as a post-process impact materials utilizing stencils
Calculate dot product from digital camera 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 possibly can undertaking noises from digital camera area for extra variations.
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Thanks for that as nicely and the instance. I don’t know an excessive amount of about put up processing stuff with UE, however it’s one thing I do know I’ve to study. Is put up course of materials efficiency heavy?
I’m guessing you simply specify what receives the put up course of based mostly on its stencil worth, in order that it doesn’t get utilized to the whole lot that’s utilizing that materials as a dad or mum? Or would this want an unique materials dad or mum per object you wish to have an effect on?
I don’t have a lot expertise with put up course of both, so I’m making an attempt to wrap my head round the way you go about limiting or specifying particular person issues that the put up course of impact is utilized to
From the unreal documetation.
Hey are heavier than commonplace materials, however you possibly can simply stack as much as 5 lighter supplies like this and get no efficiency points. In fact it is dependent 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 numerous 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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You may as well append a fabric perform that handles the glow performance, you possibly can arrange a map/DT preset of parameters that you may dynamically occasion by the blueprint.
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Would that be cheaper than making use of a brand new materials in runtime or utilizing CopyMaterialInstanceParameters in BP?
Fairly inexperienced with supplies, so I’m making an attempt to determine this all out even the fundamentals.