Is there a means so as to add a cloth 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 loads 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 methodology you may arrange by way of Blueprint, the place it mainly duplicates a skeletal mesh and mirrors all the animations on it, which you should utilize as a type of “shell mesh” and apply a easy emissive materials with some world place offset to the verts (to push them out just a little 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 modify it by way of 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 prevented purposefully, so I’ll look into doing that as an alternative. I got here right here to verify to see if anyone knew one other means apart from these two, but when that’s my choices, then I’ll take care of them.
Thanks on your response
It actually simply relies on the venture. You probably have one thing like Diablo or Darktide the place you’ve gotten dozens and even lots of of characters dwell all utilizing that function, the price will stack up fast. However in case you have a sport the place solely a small variety of situations can ever use it, like simply the primary participant, you have 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 may venture noises from digital camera house for extra variations.
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Thanks for that as effectively 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 primarily based on its stencil worth, in order that it doesn’t get utilized to every part that’s utilizing that materials as a mother or father? Or would this want an unique materials mother or father per object you wish to have an effect on?
I don’t have a lot expertise with publish course of both, so I’m making an attempt 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 commonplace materials, however you may simply stack as much as 5 lighter supplies like this and get no efficiency points. In fact it relies on 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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