From the course: Unreal Engine: Post Process Effects

Building the left, top, and bottom outlines - Unreal Engine Tutorial

From the course: Unreal Engine: Post Process Effects

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Building the left, top, and bottom outlines

- [man] In order to get on with the task of creating the other sides of our outline mask, we only need to add a few minor adjustments to our current flow. And we should find that the material will give us exactly what we need. Don't worry though, we aren't going to be redoing (laughs) all of the work that we just completed. But will instead be working smart and reuse nodes in order to speed ourselves up. Which we can begin doing by selecting all of the nodes outside of that original stat comment box that we created. We then once a copy and paste it three more times onto the graph, so that we have four in total. And then in order to stay organized, we can quickly place them one underneath the other. Remember how we said that the Vector 2D Node was essentially telling the material which access to use, well to create the left side of our affect, we can now select the second 2D Vector Note that we copied and set the L value to a setting of two. That is instead of minus two. Moving onto the next to the 2D Vector Node, we can set the Atal to zero, but this time change the G value to that of two. And as you have most likely guessed, (laughs) in order to finally create the bottom outline, we will set the last 2D Vector Nodes, A channel to zero and it's G channel to minus two. Okay. To test our material as we go, we will want to pipe the original mask node output from our start frame into the eighth slot of each newly pasted subtract node. This just ensures that we call away all of the extra detail using our scene depth data. And we should be left with just our thin outline as we had before. If we then want to test, we can pipe any of the subtract nodes into the materials of massive output, and we should see in our a little preview that well, we do indeed get the other sides of our object showing up in white. We still don't really have (laughs) an outline effect however, and so let's put all of our minds at ease by making our post-process material resemble something closer to the end result that we want. Dragging off the top most subtract node then, we can create an add node. And then, pipe the second subtract node, so the one that is created on the left hand side into the B slot. Now I'm prepared to be amazed now because thanks to the wonder (laughs) of mathematics if we pipe this add node into our material,(foreign language) we have both left and right outlines. kind of. (laughs) We can next drag from the third subtract node. So the one for the top outline creates an add node here as well. And then pipe the final subtract node from the bottom outline into its B slot. Which will get us ready for blending them all together. So as to have our final affect. Well, we are starting to get there then with our post-process material and the mask is almost ready to be used. Hopefully, you have seen that creating these types of extra effects for our scenes is not as scary as we might expect. We still aren't done though. And so onto the next video.

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