Bringing the Spiderverse into UE5 - Tech Art exploration fun
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- čas přidán 6. 09. 2024
- This is not a tutorial as usual, but more of a showcase of what I've been up to lately!
Since I saw Spider-Man: Across the Spider-Verse at the cinema I really wanted to try out few things that might lead towards a real-time reproduction of that amazing style.
Here I managed to reach a satisfying result, given the time I put in, even though there would be much more work to do to make it actually good.
Anyways this was a nice inspiration for some future tutorials I now have in mind and for further explorations :)
Of course the scene I used is from the cinematic Slay, which is a free sample project, not stuff I personally made.
And yes, I really need to upgrade my hardware.
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The look is on point, really interested to see the full tutorial if you’re planning one 😊
I think I'll separate the elements and make different tutorials that expand over what I did for this video :)
Cool effect and thaks for the tutorial!
Your poor old 980Ti is still more powerful than my WX2100 I suspect ;)
I'm curious about the changing of outlines based on distance, as when I tried using your custom code (Part 1.5) I either have a very snappy transition (if nodes) or a "GPU or D3D device disconnected" error (lerp through alpha) so I wondered how you were changing the kernel on distance?
I've just made the KERNEL_SIZE dependent on the pixel Depth instead of a constant value. Technically it's not a smooth transition as it snaps to odd values (9,7,5,3), but it wasn't noticeable honestly.
Otherwise I would have made something a bit more complex that would gradually lower the weights of the outer kernel cells to make the transition :)
@@VisualTechArt Thanks for the reply, I was using scene depth over pixel depth so I'll give it another go :)
can you please make this effect also available in gumroad to buy?
This is more of a collection of Shaders, Blueprints and systems that I mashed up together to demo the thing, it's not good enough from a professional point of view to be sold :D
@@VisualTechArt i see, maybe you have take out only the shader from the project and sell it ;)
So first things first i do some really similar stuff in unreal and k can absolutely appreciate the beauty of how much thought and work went into designing these shaders and polishing everything up to have the coherent looking result you got.
That being said i'm really not a fan of the result if that makes sense? I'm feeling like the angle you used for the stylized light direction (e.g. to make the halftone shading work) needs some tweaking to look more intentional from the camera perspective and the mask just straight up feels way to bright and kind of breaks the immersion for me
I see, if that can make sense, I was imagining it in a context where everything is stylized :)
In that case it should be less a punch in the eye, what do you think?
@@VisualTechArt❤
@@VisualTechArtt does :) I thought putting it in the semi realistic world for contrast was a stylistic choice you conciously made. In another context with more carefully selected points of interest i can see that looking fresh as hell. In my mind i kinda even see that working in a sin city type of style that's generally completely desaturated and then have this big ass shiny red head pop up if that makes sense :D
I do think i'm generally not a fan of the inverted hull(/brushstrokes?) around the character though
Wowwww