Hi, dithered temporal AA to Opacity Mask works in Viewport and Editor, but if i view through a Cine Camera it doesnt work, it goes back to Masked ( 1/0 hard edges). any tips?
the hardest part is to remember all those nodes.. there are multiple way to achieve the effect you want, but only 1 or 2 real methode to achieve the perfect optimisation. I really have to understand the core of materials to be able to work with it. it should not be that complicated lol.
Wondering if you've tried this in UE5 yet. I was getting a very different result in UE5 than in UE4. Curious about your thoughts. Love your material node breakdown videos, btw!
Hey hey! I sure have :) By default, UE5 has something called Temporal Super Sampling turned on - basically some fancy up-scaling stuff. However, the dithering pattern goes a bit crazy because it's dealing with sub-pixel amounts. Disabling it will make it look nicer
It's definitely useable for fog effects, although stacking it won't actually change the perceived opacity since it's a screen-space dithering. I made a "fake" volumetric mist using it which I'll upload in a video at some point :)
I have a question with this Dither Temporal AA Node. It's useful for optimization? As you said, if it doesn't make rendering the objects for two(or more multiple)times, same performance as Culling?
Thank you for this tutorial! I have an issue with my post process making it black though, is there a way of ignoring it so the cel shader doesn't colour it? also, can the size of the dots be controlled?
It will work with all AA methods as well as no AA, although the pixel-skipping is more noticeable. I’d suggest giving it a shot and seeing if it suits! :)
I am looking into transparency options and it seems like that this is a weak point of the unreal engine. Reducing Opacity directly cost more renderpower and I seem not to be able to find a good solution with the dither node. How would you opt out to make slight transparent clothes?
We attempted this for our VR game for Quest 2. Unfortunately, it seems like masked shaders still incur an overdraw cost. It seems like this does not work very well for mobile forward rendering.
@@PrismaticaDev Sorry for not replying, as things got busy. I am fairly certain that it can not, as enabling it did not have any effect in the shader complexity view.
Hello from Kazakhstan, you have a very cool styling in the game, and I would like to know your opinion about a guy named t3ssel8r, he makes a 3D game with pixel graphics and I can't even google works like him. He makes it on the Unity engine, and I'm wondering if it is difficult to do this in the Unreal Engine.
Looks awesome! From my observations it looks like they're using an Orthographic camera projection and a pixelation post-process which is very do-able in Unreal engine :)
The basics of it are from an official Unreal livestream video, but I can't remember which one. I'll be going over the entire finished system in a Devlog in the future once I figure out all the ins and outs haha
@@PrismaticaDev So is the Dithering Node applied to the material of the tree (that's what I'm guessing, then I already have an inkling how it might be down) ... or is it applied to the mannequin (then I have no idea how it's done) ? btw thx and great stuff you're putting out ... I'm binge watching your stuff right now.
@@knessing7681 We keep trace of the player's using a Material Parameter Collection, as well some other parameters like the fade amount etc. We then use a material function that is applied on every single material in the game so that they can fade away
Shame though. Right now I'm actually trying to get rid of the mesh-like effect. I've got a lot of transparent objects in the scene, and to resort to Dither TemporalAA for performance reasons.
[Ignore this comment, I was wrong] Great video as always :) However, the Shader complexity here is a complete lie unfortunately. Unreal partly broke the Shader complexity view in version 4.23, it just ignores the transparent part of masked materials. If you look at the stacked planes in 4:05 in version 4.22, it should be red for the masked parts. The thing is, the non-masked parts are fine but the masked parts will still cause overdrawing of pixels apparently which can kill your performance. So you should keep the masked part to a minimum. E.g. for leaves/bushes you might want to cut them out somewhat precisely. Way more tris but can easily be worth it (this is what my sources say anyways ^^)
I think the reason it's different now is because they introduced the Early Z-pass for masked materials - if you go to the project settings and turn it on/off you can see the difference (the overdraw you're referring to) Basically from my understanding there's an initial Z-pass for masked materials which can then tell the Pixel Shader to evaluate exactly where it needs to, hence there isn't any overdraw on the cards
@@PrismaticaDev Oooh you're right! I saw a video showing how age of calamity had performance issues because of masked materials so I guess I googled in the wrong direction. Sorry :/ I still can't see the overdraw if I disable Early z pass but that's fine. Thanks a lot! 👍
@@PrismaticaDev isn't there anyway to smooth it so it looks pretty or something. I was told that using Anti alias will make this it look less like pixel holes but in unity or unreal I don't see it working.
it is amazing how much you know, time and time again i end up on your videos, thank you so much for taking the time to make these videos, much love ♥
I like the idea of using the ghosting to your benefit. Very clever, and makes sense in those instances you showed.
Thanks Alex :) It's all about making the best with what you've got haha
Charlie is love, Charlie is life!
Too kind 😸 hope you learneded!
Thanks a lot! This save me from headache with sort issues in transmissive materials
Love it! Exactly what I was looking for :D. Thank you!
Thank you!!! I'm happier every day since I've subscribed to this channel!! Cheers!
Love it. Awesome for transparent cloth.
Aaaaaaaaaand you just got a new sub. Congrats man, really informative video!
Thanks Kristian! Glad to have you on board :)
I’ve been looking for this exact information for so long! Smashing work sir!
Super happy to hear it! :)
Dude keep it up! Your tutorials are awesome love the detail you go into on these things! :)
Cheers Alex :) short but broad examples are the easiest way to learn!
Dude, your video is super valuable and yet very entertaining
Damn this will help me with those costly fogsheets I have. Thanx a ton Charlie!!
I use this for ground-fog as well :) looks awesome with the ghosting side-effect as well haha
really great way to do that... you are getting to be one of my fav Tuts Dev :D
^^ each time i have to look your video i learn a lot of things ^^ Man I really have to find time to look all your stuff! Thanks, again!
Thank you! Clear explanation!
Glad I could help :)
Great explanation! Thank you
Hope it helped! :)
super useful, thank you so much!
No problemo :) Glad you found it useful!
Great tut! Thank you
You're very welcome! Hope it helped :)
New to the channel. Watched a few videos already! Subbed for more great content!
Awesome to hear! Glad to have you learning along with us :)
WOOOO this is it!!!
This can also help blend models into an environment.
Hi, dithered temporal AA to Opacity Mask works in Viewport and Editor, but if i view through a Cine Camera it doesnt work, it goes back to Masked ( 1/0 hard edges). any tips?
Ooh that is odd indeed. I'll do some testing and get back to you on that one.
Thanks boss!
All good captain! Hope you enjoyed :)
great tutorial! love it
Awesome tutorials :)
Thanks Nel :) Hope you're finding them useful!
Thank you
the hardest part is to remember all those nodes.. there are multiple way to achieve the effect you want, but only 1 or 2 real methode to achieve the perfect optimisation.
I really have to understand the core of materials to be able to work with it. it should not be that complicated lol.
Thanks for the tutorial. Is there a way to dither an object but still keep the shadow?
Great question! Check out my Shadow Pass Switch video :)
@@PrismaticaDev You're the best thanks!
Wondering if you've tried this in UE5 yet. I was getting a very different result in UE5 than in UE4. Curious about your thoughts.
Love your material node breakdown videos, btw!
Hey hey! I sure have :)
By default, UE5 has something called Temporal Super Sampling turned on - basically some fancy up-scaling stuff. However, the dithering pattern goes a bit crazy because it's dealing with sub-pixel amounts. Disabling it will make it look nicer
This is Epic's recommendation for glass in VR, but man, that ghosting makes me dizzy. Especially with Lumen.
gorgeous cat ♥
Thanks a lot for this! It may be a way to do some kind of volumetric fog if you stack it? In any case very useful!
It's definitely useable for fog effects, although stacking it won't actually change the perceived opacity since it's a screen-space dithering. I made a "fake" volumetric mist using it which I'll upload in a video at some point :)
I have a question with this Dither Temporal AA Node. It's useful for optimization? As you said, if it doesn't make rendering the objects for two(or more multiple)times, same performance as Culling?
Yep, it's a lifesaver when it comes to optimizing your materials. If you can use this instead of Translucency I would encourage you to do so :)
@@PrismaticaDev Thanks for your comment 👍
I know this is an old video but I was wondering if you might know a way to tighten up the contrast for this node please?
Hey hey!! You can use a CheapContrast node before the TemporalAA node and that should make it a bit more solid looking :)
@@PrismaticaDev good idea thank you :)
Thank you for this tutorial! I have an issue with my post process making it black though, is there a way of ignoring it so the cel shader doesn't colour it? also, can the size of the dots be controlled?
Will this only work with TemporalAA as the AA method? Can this work with MSAA/FXAA?
It will work with all AA methods as well as no AA, although the pixel-skipping is more noticeable. I’d suggest giving it a shot and seeing if it suits! :)
@@PrismaticaDev will do! Thanks!
I am looking into transparency options and it seems like that this is a weak point of the unreal engine.
Reducing Opacity directly cost more renderpower and I seem not to be able to find a good solution with the dither node.
How would you opt out to make slight transparent clothes?
Nice.!
What does the non-random dither noise texture look like? how do I make one myself?
Hi, How can I useing this with RayTracing ? The mesh will be black when I open RayTracing .
We attempted this for our VR game for Quest 2. Unfortunately, it seems like masked shaders still incur an overdraw cost. It seems like this does not work very well for mobile forward rendering.
Do you know if forward rendering can use the Early Z-pass?
@@PrismaticaDev Sorry for not replying, as things got busy. I am fairly certain that it can not, as enabling it did not have any effect in the shader complexity view.
How does DLSS factor into this?
Hello from Kazakhstan, you have a very cool styling in the game, and I would like to know your opinion about a guy named t3ssel8r, he makes a 3D game with pixel graphics and I can't even google works like him. He makes it on the Unity engine, and I'm wondering if it is difficult to do this in the Unreal Engine.
Looks awesome! From my observations it looks like they're using an Orthographic camera projection and a pixelation post-process which is very do-able in Unreal engine :)
@@PrismaticaDev Well thank you! I'll keep digging this way
So have you shared how you done your Occlusion system using the Dither Temporal AA Node ?
The basics of it are from an official Unreal livestream video, but I can't remember which one. I'll be going over the entire finished system in a Devlog in the future once I figure out all the ins and outs haha
@@PrismaticaDev So is the Dithering Node applied to the material of the tree (that's what I'm guessing, then I already have an inkling how it might be down) ... or is it applied to the mannequin (then I have no idea how it's done) ?
btw thx and great stuff you're putting out ... I'm binge watching your stuff right now.
@@knessing7681 We keep trace of the player's using a Material Parameter Collection, as well some other parameters like the fade amount etc. We then use a material function that is applied on every single material in the game so that they can fade away
@@PrismaticaDev ahhh, thanx for the insights.
@@PrismaticaDev I think this might be the livestream: czcams.com/video/GXbE0IqbA7w/video.html
works this the same way for lumen?
Shame though. Right now I'm actually trying to get rid of the mesh-like effect. I've got a lot of transparent objects in the scene, and to resort to Dither TemporalAA for performance reasons.
[Ignore this comment, I was wrong]
Great video as always :) However, the Shader complexity here is a complete lie unfortunately. Unreal partly broke the Shader complexity view in version 4.23, it just ignores the transparent part of masked materials. If you look at the stacked planes in 4:05 in version 4.22, it should be red for the masked parts.
The thing is, the non-masked parts are fine but the masked parts will still cause overdrawing of pixels apparently which can kill your performance. So you should keep the masked part to a minimum.
E.g. for leaves/bushes you might want to cut them out somewhat precisely. Way more tris but can easily be worth it (this is what my sources say anyways ^^)
I think the reason it's different now is because they introduced the Early Z-pass for masked materials - if you go to the project settings and turn it on/off you can see the difference (the overdraw you're referring to)
Basically from my understanding there's an initial Z-pass for masked materials which can then tell the Pixel Shader to evaluate exactly where it needs to, hence there isn't any overdraw on the cards
@@PrismaticaDev Oooh you're right! I saw a video showing how age of calamity had performance issues because of masked materials so I guess I googled in the wrong direction. Sorry :/
I still can't see the overdraw if I disable Early z pass but that's fine. Thanks a lot! 👍
honestly it looks ugly.
It can be ugly at times, but it's a much cheaper solution than translucency which is why most AAA games use very frequently :)
@@PrismaticaDev isn't there anyway to smooth it so it looks pretty or something. I was told that using Anti alias will make this it look less like pixel holes but in unity or unreal I don't see it working.