PostProcessMaterials

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 :stuck_out_tongue: )

Hello Meian,

There is actually a function called “DepthOfFieldFunction” 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 I’m looking for achieve this kind of result (see image above) Is it possible ?

This “effect” 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 ‘Content Examples’ 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, I’m afraid nothing in the resources you’ve referenced will produce that effect at the moment. Blurring as a post process effect is doable but it’s 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 ‘Advanced Glass Material Pack’ 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 material…which is something I can’t 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 it’s presentation as the the frosted material isn’t 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.

I’m not trying to be negative…but it’s a nagging issue currently with UE4.

The engine includes a material function that should be able to provide the desired effect.

Look for “SpiralBlur-SceneTexture”, 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