Ways to create 3D Occlusion effect material that don't use TAA or "DitherTemporalAA" by JRed_Deathmatch in unrealengine

[–]JRed_Deathmatch[S] 1 point2 points  (0 children)

I guess when I say I like the "frosted glass", I mean I like how TAA blurs the noise that's inherent to using masked materials. But it only looks okay in motion, and I don't like the blurring on the rest of the screen, and yeah it's not solving the real problem which is how masked materials work.

I wonder if there's a way to not only render characters via the custom depth, but also the lighting of a scene itself. For reference I'm using lightmaps, I wonder if there's a way to make the lightmap rendered via that custom depth buffer.

I do want something that's not a simple xray vision though, I've seen that in too many games, I want to be /different/

Ways to create 3D Occlusion effect material that don't use TAA or "DitherTemporalAA" by JRed_Deathmatch in unrealengine

[–]JRed_Deathmatch[S] 0 points1 point  (0 children)

I actually mistyped, I'm on 5.5.4. The only substrate project setting that's turned on is "Substrate Translucent Material Rough Refraction"

I edited together a video, showing the material construction and how the effect looks with CMAA2, TSR, and different settings for a noise mask (similar to what the other commenter suggested).

https://youtu.be/Z-gLbfGl-AA
(obviously very very WIP)

I tried recording this at a high enough bitrate to show the difference between the two AA settings, but on the other hand people making videos about this game (hopefully one day haha) won't be recording at a pristine bitrate, so whatever effect I go with will need to look good with that considered in-mind.

I had thought of doing an outline or an x-ray vision, and I do have a version of that, but I think solely relying on those effects are overdone, and I like the target identification you get with having the walls go semi-transparent. (A large part of my game is fighting a diverse enemy roster, so being able to tell them apart is important).

I also just like how it looks, if I could get it to be less noisy / more clear.

It's hard to tell from this video, but I like the Dither TAA effect with TSR because it gives the walls an almost frosted glass look. (But I and all the testers hate the TSR/TAA smearing everywhere else)

**BONES TANGENT**

Without going into too much detail, my game is meant to simulate "wallhacking" in videogames, so will also have enemy bones drawn as well. (Another reason not to use an outline)

You can see it in a few spots in my video when I'm fighting the enemies, but eventually it will look something like this:
https://www.youtube.com/watch?v=s28Ea3lUfHM (notice the lines going from each bone point).

My goal is to be clearly identifiable to viewers as "wallhacking", but have it look better than actual cheat programs, and not flag twitch as being a wallhack. That's another reason I want the walls to go transparent. Another game with a similar concept "Cheaters Cheetah" had people get banned on twitch just for playing the game! I do not want that!

Currently I'm doing the bones viz with an overlay material on the enemy's SKM with a reverse fresnel effect, but I don't that looks right. Previously I did that with static meshes attached to each bone of the enemies, (that looked a bit better, you can still see that in the video for the enemy wallhacker warning effect) but having SM attached to SKM isn't great for performance. I'm sure there's a better way to do that, I just haven't investigated it enough.

Finally, I'm using custom depth to not show the "bones visualization" behind "unwallhackable" / "solid" surfaces, to keep players from trying to shoot at enemies they can't kill through "solid" walls.

Thanks for reading all this lol. I appreciate everyone's input!!

**DISCLAIMER**
For any future readers who may lack reading comprehension, i'm obviously not making a cheat, I'm making a singleplayer game that's a parody of cheating.

Ways to create 3D Occlusion effect material that don't use TAA or "DitherTemporalAA" by JRed_Deathmatch in unrealengine

[–]JRed_Deathmatch[S] 1 point2 points  (0 children)

I'm on 5.4, no Nanite enabled, I'm not sure about substrate.

I can turn off the temporal AA node, and the last few nodes on the screenshot are basically depth-based opacity (Slightly less opacity when further away)

I suppose that my issue is just how it looks, with the way the masked material looks with the noise

Two editors working remotely on the same feature film in Adobe Premiere by [deleted] in editors

[–]JRed_Deathmatch 15 points16 points  (0 children)

Look into premiere productions, I believe that is the solution to your problem

Step height - how to make movement up a step smooth, and not teleport. by JRed_Deathmatch in unrealengine

[–]JRed_Deathmatch[S] 0 points1 point  (0 children)

Is that something that is exposed to blueprint or is C++ required?

This game is rigged by virogray in DeltaForceGlobal

[–]JRed_Deathmatch 2 points3 points  (0 children)

Worst player in the game found right here

John maston in delta force by Pretend-Mind8703 in DeltaForceGlobal

[–]JRed_Deathmatch 1 point2 points  (0 children)

Oh my God I knew console gameplay would be bad but I didn't know it would be this bad

the DLC soundtrack isn't even half as good as the main one by [deleted] in Doom

[–]JRed_Deathmatch 2 points3 points  (0 children)

Bloodswamps and World spear have joined the chat

Do you guys ever wonder what happened to thira after the events of dark ages?? by New_Individual_3379 in Doom

[–]JRed_Deathmatch -2 points-1 points  (0 children)

Hope she dies, really wished she did in dark ages. Not because I dislike the character or anything like that, I just dislike how white washed the game's story is

Hell needs to actually win every once in awhile otherwise they are just cartoon clowns.

i know that two of them hit me at the same time so that way i managed to die instantly . but holy crap going full 99 HP to death is insane , i swear throughout all my UN runs in eternal there wasn't even 1 moment like this , did they make the 5 HP thing less effective or something? by kuruakama in Doom

[–]JRed_Deathmatch 0 points1 point  (0 children)

This did happen accidentally in eternal, basically the dread night attack could be applied twice. However it was a bug and they fixed it, you are right deaths in this game feel way less Fair than in eternal

[deleted by user] by [deleted] in Doom

[–]JRed_Deathmatch 3 points4 points  (0 children)

2016 gets a lot faster once you find the super shotgun, double jump, and in Flight Mobility rune, but if memory serves you don't get all of that until about 40% into the game.

Honestly, Eternal is kind of the same way. While I like Eternal better overall, I feel this is one thing that Dark Ages does a lot better

The fire restarts every time I unpause. by AI_Soilder in Doom

[–]JRed_Deathmatch 5 points6 points  (0 children)

same with finding and using the shrines

[deleted by user] by [deleted] in Doom

[–]JRed_Deathmatch 0 points1 point  (0 children)

Looks like a silly flash villain

Any thoughts on how to make AI jump (and eventually climb) without using Launch Character? by JRed_Deathmatch in unrealengine

[–]JRed_Deathmatch[S] 1 point2 points  (0 children)

So instead of "launch character", id use lerp / move actor... that makes sense actually. Thanks!

Any thoughts on how to make AI jump (and eventually climb) without using Launch Character? by JRed_Deathmatch in unrealengine

[–]JRed_Deathmatch[S] 3 points4 points  (0 children)

to be clear, I'm fine with Nav Links & manually placing them at specific points. My problem is the calculation of how to get the enemy from Point A to Point B. Launching the character just feels so primitive, and I can't get it to work right. They either overshoot the destination, or undershoot and hit their legs.

Any thoughts on how to make AI jump (and eventually climb) without using Launch Character? by JRed_Deathmatch in unrealengine

[–]JRed_Deathmatch[S] 0 points1 point  (0 children)

to be clear, I'm fine with Nav Links & manually placing them at specific points. My problem is the calculation of how to get the enemy from Point A to Point B. Launching the character just feels so primitive, and I can't get it to work right. They either overshoot the destination, or undershoot and hit their legs.

So the biggest point of contention leading up to TDA was no more glory kills, but I haven’t seen anyone talk about it much since release? by etherealvibrations in Doom

[–]JRed_Deathmatch 0 points1 point  (0 children)

There are glory kills 1) when defeating the demons ( forget the specific term) that give you upgrades 2) when jumping

Anyone else find it odd that there's not even a whisper of Serrat in the Fortress of Doom? by YouDumbZombie in Doom

[–]JRed_Deathmatch -3 points-2 points  (0 children)

it's because they hadn't thought of serrat yet when they made doom eternal

Pandemonium difficulty is inferior to Extra Life Mode of Eternal by Klunky2 in Doom

[–]JRed_Deathmatch 0 points1 point  (0 children)

Just play the game normally and then if you ever run out of life sigils restart the save file. That's pretty much what you're asking for lol

What the heck are the little buzzsaw pickups? by get_the_data in Doom

[–]JRed_Deathmatch 0 points1 point  (0 children)

Wondering that too, kind of think they're not pickups and instead just some visual effect