Unreal Engine 5 - Outline Effect Part 2 - Improvements
🕑 Added 2022-08-01 19:19:13 +0000 UTCIn the following unreal engine 5 tutorial, I showed you how to implement an object outline effect for characters and other objects in the game using custom depth rendering pass. https://youtu.be/BUXI6DkEsYoToday, I am going to do following improvements to the same material. 1. How to avoid jittering of the outlines 2. How to avoid merging the outlines of custom depth rendering enabled objects
password=CLM_OutLine
Comments
Thilina Premasiri
yes, thanks for letting me know
Song Tricrepe
Hi, You can change "After toon mapping" to "Before toon mapping", the aliasing looks much better.
Thilina Premasiri
hey, no problem
Thilina Premasiri
study the way I implemented barrel explosions in shooter series. You can use the same method
Shil
Sorry I think it’s when the decal interact interacts with material x. It applies Niagara effect. Sorry lol I won’t bother you . To many comments. Lol.
Shil
Just a question. If I wanted to have a industrial pipe in the level and when I shoot it, high pressure steam shoots out of the bullet decal. How do I do this. Would it have to be a Niagara effect or particle attached to the decal But it should only shoot steam obviously when shooting that pipe specifically. Or maybe you have to change the material to react that way. I’m puzzled.?
Shil
Can this also be used to tag mission objects and possibly boss characters in a different colour
Shil
I’m not quite sure. But kinda like a huge speare collision attached to the player?
Thilina Premasiri
yes. I am planning to enable this effect when player tag an enemy through binocular. But can enable if you have an scanning mechanism as well. One way to go about that would be doing a sphere trace or some other type of tracing around the player to detect nearby enemies and enabling them to render in custom depth pass.
Shil
Excluding the player
Shil
Can this be used for the shooter project to scan area for enemies in a certain range and un highlight them after a certain time.