I've been trying to follow along this video to get some stained glass effect. It's very helpful and I've been managing to follow along, but as a newbie in Unreal Engine, I do have a couple of things that got me stumped. Don't get me wrong, I absolutely am thankful for the video ! My main problem is how did you fix the alignment problem? I am completely lost as to what to do to align the shadow again now that I accidentally derailed it I did struggle at times to see which nodes were used because of how minimized the node window was. As a newbie, I have to follow very attentively so it did get me to trip a few times. For next time!
@TechArtAlex
4 ай бұрын
For the alignment issue, the fix is to go into the blueprint and make sure the decal and camera are oriented correctly. Somehow I rotated one of them, but not the other. If you don't remember how, revisit part 1 where the alignment was set up originally. As for the small nodes/text - sorry, I know it's a problem sometimes. Make sure to view the video in the highest possible resolution. But I'll keep that in mind next time.
@ssth3000
5 ай бұрын
At 14:28 you say you can back the distance of the camera to reduce the curvature of the lines. Do you mean the camera of the Depth Capture in the Blueprint Window?
@TechArtAlex
5 ай бұрын
Right, the depth camera in the blueprint. With some extra math and effort, I'm sure the curvature could be eliminated entirely but this was good enough for me.
@ssth3000
4 ай бұрын
@@TechArtAlex Thanks for this. The curvature seems to be less but I'm having some issues getting accurate shadows. I'm not sure how to explain but some areas where shadows should appear there are none visible or they are too strong. I'm working on quite a large scene with a huge stained glass window though.
@TechArtAlex
4 ай бұрын
@@ssth3000 It could be that there is still too much curvature. If moving the camera even farther away improves it, that is likely the case. If that isn't an option, you may need to calculate the true player view space shadow depths. This will eliminate the curvature entirely, and allow for setting a precise shadow threshold. It's more complicated - but it is a solved problem - because it's how proper shadow mapping works. There should be information floating out there about the required math (like LearnOpenGL.com). Off the top of my head, I believe it's done with a transformation matrix. If it's not being caused by the curvature of the distance, I'm not sure what the problem could be. Make sure that everything you want to cast a shadow is writing to the depth buffer.
@ameliebtl5114
11 ай бұрын
Hello Axel, your video is super interesting, great job! I was wondering if the idea could be adapted to a large building with lots of stained glass windows, do you think there would be a way to avoid having to duplicate all the blueprints and captures for each stained glass window?
@TechArtAlex
11 ай бұрын
If the windows are identical then you can reuse the color capture decal multiple times, but the depth pass cannot be recycled. You can capture more than one window or object with a single bp (even a whole building), but the larger the capture, the higher the resolution is needed, especially for the depth pass. Or you can use a small number of captures and move them around and enable/disable them as needed with some kind of management system.
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