View Full Version : Question: noise visual effect?
It is posible to create a noise visual effect like the one in the silent hill series?
it's something like granulation and noise the effect i want in my game.
i know it's a post processing effect, but cant find any option about something similar?!:confused:
You can use a simple noise texture and pan it very quickly on the screen, this should achieve that kind of effect.
thanks for your answer, but how can i display that texture on-screen and then how to pan it?
Nawrot
11-11-2009, 07:28 PM
Use 2 same noise textures (same texture in 2 nodes), something like white dots on black, or small short lines. Rotate one of them 90 deg, then pan both one horizontally with some vert drift, other vertically with a bit horiz drift. Then multiply both, you should get close to many randomly blinking dots. Then you can multuply that result with panning clouds filter from photoshop. I know i should make picture and post it here , but Dragons age calls for more.
Edit here is material:
http://nawrot.windglider.net/files/Noise.jpg
Both texture samples use same texture.
Rotator here is for more variation, so noise pattern repeats less.
Both panners should pan in 2 different directions.
Power nodes allow you to fiddle with intensity of noise a bit.
Then multiply node output you can use for distortion, or diffuse, depends how you get this on screen.
Alos noise texture should have big contrast meaning black + white no greyscale noise, you can counter this a bit by contrast (power node values).
Demruth
11-11-2009, 07:44 PM
Look into post processing for getting it on screen
wow! thanks a lot i'll be working on this, i'll post back with results or doubts if i get in trouble lol, thanks!
ok i checked in the post process volume and theres no such thing as material to use on it , so then i did some research about post process material:
http://udn.epicgames.com/Three/PostProcessMaterials.html
and there's a part that talks about some 'Material Effect':
'The material effect takes a material as a parameter, which is rendered over the screen...'
so i guess that's what i need to do this effect on-screen , and that material is the one you posted above, correct me if im wrong please
another thing i noticed is that maybe i need to create a Post Process Effect object and then in the post process editor add the material you posted above, but i dont know how to add this post process object to my map so i can work with it.
so please correct me if im wrong with all of this, am i in the correct path? or how is the correct way of doing this?
thanks!
ffejnosliw
11-12-2009, 07:39 PM
The only way to use a material effect is by applying a new post process effect. The only way to set a new post process effect as far as I know is in the .ini file or through code. If you do it in the .ini file, that will be used for the entire game. and of course, doing it through code means you have to...well...write code. If you aren't against writing some code, making a new volume or trigger that sets the post process is a good way to do this.
Xendance
11-12-2009, 08:05 PM
Couldn't he just assign it to a post proc volume as a temporary solution?
ffejnosliw
11-12-2009, 08:25 PM
You can't assign material effects to post process volumes. So , no. The only temporary solution would be to assign it to the default post process in a material effect node. That will effect the entire game but it will let you see the effect in action.
ok thanks i'll try that =)
Edit:
ffejnosliw:
"The only temporary solution would be to assign it to the default post process in a material effect node."
-lol, sorry where can i find the default post process ?
i searched for 'default post process' in the assets browser and there are like 5 results, dont know whichto edit.?
ffejnosliw
11-12-2009, 10:11 PM
It's the one named UTPostProcess
ok thanks i just edited that one and it's working but only on the viewport , when i try to use the 'play from here' or 'play in viewport' options the material it's not showing on the screen, i can only see it working in the viewport on "editing mode". why?
thanks for the amazing support guys, it's working but just need that fix! =)
Demruth
11-12-2009, 11:16 PM
Is bShowInGame checked on the material effect you added to the post process change?
On that note, anyone know why Post Process volumes don't allow you to add materials? I always thought that was a bit strange.
yes it is checked but not showing =( , and about your question: no i dont know why you can't but maybe is possible to create a new kind of post process volume that support material effects.?
Edit: i finally got it working! it was a mistake on a propierty called: scene DPG in the material effect module, it has to be set to: SPDG Post Process in order to work when you play-test.
Secret_Squirrel
11-13-2009, 07:22 AM
On that note, anyone know why Post Process volumes don't allow you to add materials? I always thought that was a bit strange.
I always thought it was a limitation of the UT3 Editor but evidently that isnt the case, it would be nice for flexibility though.
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