Hi,
Is there a way to get the dof function set on gaussian blur mode and use it as a postprocess input for a material ?
The goal of this is to get a frosted/blured glass (sorta )
Hi,
Is there a way to get the dof function set on gaussian blur mode and use it as a postprocess input for a material ?
The goal of this is to get a frosted/blured glass (sorta )
Hello Meian,
There is actually a function called âDepthOfFieldFunctionâ within the Material editor which will allow you to get on the right track to creating the effect you are looking for. Here is some helpful documentation on how to use it, and how it looks in game.
DepthOfFieldFunction
Cheers,
This is a nice Function/trick but Iâm looking for achieve this kind of result (see image above) Is it possible ?
This âeffectâ was done simply with a gaussian blur applied only on the object, is there a way or trick to use a gaussian blur filter like the one used with the dof posteffect and put it on a translucent material ?
Yes this effect is possible. You will want to set up an opacity mask and set the the mask to have a slight offset and blur effect. A good place to begin understanding the Material Editor and its functions would be to open up the materials and advanced materials examples in the âContent Examplesâ project, which you can download from the Marketplace.
Here is some extra documentation on the basics of materials and their properties. This should get you on your way to creating the blurred glass effect you want.
Material Inputs
Materials How-to
Cheers,
Andrew, Iâm afraid nothing in the resources youâve referenced will produce that effect at the moment. Blurring as a post process effect is doable but itâs currently impossible to isolate a translucent material from the scene texture node.
Is there a reason you are not using a burred texture for the glass you wish to be blurred?
I would also take a look at investing in the âAdvanced Glass Material Packâ we have on the marketplace. It is very cost effective for what you get, and you can also learn a great deal from how he has set up his materials.
Cheers,
A blurred texture will not work because what I need to show behind the glass changes as I walk around it. The only way a blurred texture would work is if this would be a scene capture 2d component aligned with what the active camera is showing; but getting that aligned is much more complex than just getting a mask out of a translucent materialâŚwhich is something I canât seem to figure out how to do.
The Advanced Glass Material Pack is probably a great pack for the money it costs but is deceptive in itâs presentation as the the frosted material isnât frosted like the OP illustrated with the above picture. Even with the material pack creator using blurred hdr backgrounds you can tell there is no further blurring done.
Iâm not trying to be negativeâŚbut itâs a nagging issue currently with UE4.
The engine includes a material function that should be able to provide the desired effect.
Look for âSpiralBlur-SceneTextureâ, your material must be Translucent for this to work.
More info on how this became a thing: So Blurred glass material is impossible in Unreal Engine 4? - Rendering - Unreal Engine Forums
You guys are awesome. I always get the promised features sooner than expected. Thankyou for your amazing work
This is only available since UE 4.11?
That is correct. It was implemented within 4.11