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  1. #1
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    Gamertag: prophet64 PSN ID: Piranhi

    Default Tutorial: Dissolve Material Effect

    *Posted in right sub-forum now*

    Not so much a project, but I thought I'd share this with the community. I remember looking on Eat3D a few months back and I saw the material transition effect DVD. I thought the effect was amazing but I just couldn't afford the DVD so I tried to make the effect myself but without any luck.

    Last night I was laid in bed and I had a 'Eureka' moment, whacked open my laptop and had another go and I almost got the effect. I had another go this morning and I nailed an effect that I like. I have no idea how similar this is to Eat3D's but as far as I'm concerned it works just as good. It reminds me of the vampires dying in Blade.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Video: http://www.youtube.com/watch?v=6dLl04iHaSQ
    Note: Video is in GoW version of Unreal3 but it does work in UDK

    Anyway, how to do it:

    The Material

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    You then need to create a Material Instance Constant of that material, then add a MaterialInstanceActor to your level and link the two. Then, in Kismet link up whatever sequence of events you want to activate the material into a Matinee, in my video it was when the spawned actor died. Then in the matinee, create a new group and link it to the MaterialInstanceActor in your level, create a new 'Float Material Param', then create a keyframe on 0:00 with the value of 1, then create another keyframe however far down the line you want the effect to last and change the value to 0.

    And there you have it. The effect can be added to anything really, it still needs a bit of tidying up, but I'll leave that to you.
    Last edited by Piranhi; 03-23-2010 at 02:35 PM.
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  2. #2

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    It looks really nice. I'll have to try it soon.

    Care to post a vid of that material on a wall?
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  3. #3
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    Sure, I'll knock one together now
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  4. #4
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    Default

    Ok, New video here: http://www.youtube.com/watch?v=IPb5RwiELSE

    Picture also added to the top.
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  5. #5

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    it looks fantastic
    See my tutorials here: Organization is the key to success in any endeavor

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  6. #6
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    hey Piranhi
    a friend of mine is currently setting up a tutorial homepage for UDK tuts...may we could use your tut? of course we'll name you and link to the tutorial's website...
    see more here: http://forums.epicgames.com/showthread.php?t=721760
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  7. #7
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    Hey, yeah sure, that's fine by me. Good look with the website
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  8. #8
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    thanks man

    feel free to visit the website...we'll release it soon
    Last edited by HavocInferno; 03-23-2010 at 05:19 PM.
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  9. #9
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    This is absolutely fantastic! Thank you very much for sharing.

    * Plays the video again *

    Its out of this world, actually.

    In the video made with GOW, there is a light effect played around the dying character that lits up the bsp under it. is that made by the material(Does emmisive have that ability?) or is it part of GOW?

  10. #10
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    Cheers!

    In UDK you have the ability to set the emissive material to emit light, but in the GoW version I just teleported a light and upped the brightness in Matinee.
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  11. #11
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    Ah I see, thank you!

  12. #12
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    this could be very interesting for many different enviornments,i have one question though,is the geometry for the wall still there when the material dissolves it?

  13. #13
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    Yeah it is, but you can remove the collision, and if you're completely finished with it you can remove it from game entirely with kismet.
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  14. #14
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    Whoa, this looks awesome! I have a question though, if you have a second to answer it:

    What is the node that's directly to the 'Param 'opac' (0.5)' at the very end of the material? I've been trying to figure it out but no luck so far.

    P.S. Can you tell me how you did this part?

    Code:
    Then in the matinee, create a new group and link it to the 
    MaterialInstanceActor in your level
    Last edited by Jagnot; 03-29-2010 at 04:50 PM.

  15. #15
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    Cheers

    The node is a 1 minus, the shortcut in the material editor is (o and then click (not the number 0, the letter o)).

    I wrote up a full tutorial here: http://udkc.info/index.php?title=Tut...aterial_Effect which might walk you through it a bit better clearer. Hope it helps.
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  16. #16
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    Brilliant, that cleared up my material node confusion. I'm still a little confused how I would go about "dissolving" a static mesh using this material though. Would I use the material instance as a secondary material on the static, then use a 'set material' node to swap the original material for the dissolving one, then play the matinÚe?

    I have the 'material instance actor' set up correctly, but I suppose I do not understand how that's affecting a static (or skeleton, ect).

    I appreciate the tutorial you made, it's really great for setting up the material. : )

  17. #17
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    Yeah that's what I did in the GoW demo video. I created a copy of the skeletal mesh's material I knew I was going to be spawning, then I changed it to add my material in. Then I set up a kismet sequence so that when the pawn died, the material was applied to it and then the matinee would run.

    For mine I did only use 1 material constant because I didn't have many enemies on the screen at 1 point, and once the material had finished, I then destroyed the pawn so that if I killed another pawn, the material wouldn't play back on both.
    Last edited by Piranhi; 03-29-2010 at 11:01 PM.
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  18. #18
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    Wow, I really like this. Very cool.

    The next time you jump out of bed and throw together a new material, be sure to post it as well.

    Marcus Mattingly

  19. #19
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    Alrighty, that seems to work. Just one more question:

    I have a trigger that swaps the material out for the transitioning one, then plays the matinee. The texture plays just fine, but when it switches to the new texture it's pure black (instead of transitioning from the base texture, it switches to black, then the matinee plays).

    Here's a video of what I mean.
    http://s33.photobucket.com/albums/d8...ansition-1.flv

  20. #20
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    Is your object dynamic? If it is, have you got the right lighting setup? If you have, you could post your material here so I could double check it for you.
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    It's a mover, I'm pretty sure the lighting is set up correctly.

    Here's my material:



    Here is how i'm activating it:


  22. #22
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    If you have it linked into your diffuse like that, it's only going to show the black, not your texture, and the white is being masked via the transparency. The reason I linked it into the emmisive channel was so that I could have a dissolve effect. You either need to replace the black 3 constant (0,0,0 going into the IF expression) with your texture (I think yours was a wooden texture from the video), or you can link it up like this:

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  23. #23
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    Ahh, awesome! It's working perfectly now. : ) Thanks for taking the time to write that tutorial!

  24. #24

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    Nice, very nice. Great work mate.

  25. #25
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    Thank you
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  26. #26
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    your tutorial is very awesome, i have tried to make this animated material but when i try to test it in the level editor the material is not animated, here are my screen shots of the materials ...

    material editor:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    in my material editor is missing a parameter because i don't know what it is, in this picture i have remarked it with a red box, please if you can tell me how to put it i will be very glad.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    this is my material instance editor with the "opac" parameter set in 1

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    this is my matinee, in the second 0 there is a keyframe with a setvalue of 1 and in the second 4 there is another frame with a setvalue of 0

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    my kismet

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    and last this is my result, there is no animation, only an static material, i have convert my static mesh to a KActor

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    what i'm doing wrong ? somebody has an idea ?

    thank you in advance for the help
    Last edited by daimaku; 05-07-2010 at 09:20 AM.
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  27. #27
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    Hi, the expression in the red marked box is actually a 1-x (one minus), it just inverts the image for more contrast.

    In your matinee, can you link your properties of your Float Material Param.

    Also, could you use [shot] instead of [img] when uploading pictures, just so it's easier to read.
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  28. #28
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    Quote Originally Posted by Piranhi View Post
    Hi, the expression in the red marked box is actually a 1-x (one minus), it just inverts the image for more contrast.
    this is a math parameter ? i 'm trying to find it in the material editor function but i can't find it.

    i have linked my float parameter to my material instance in the conten browser, here is the picture:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    any ideas of what is happening with my animation?
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  29. #29
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    Are you using the Material Instance Constant on your wall, not the actual material itself? The same one that is linked to the matinee?
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  30. #30
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    you are right, i was using the original material, not the instance material, is working just perfect, thank you for all your help and your tutorial is awesome ....
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  31. #31
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    No worries, glad you got it sorted
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  32. #32
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    Thats fantastic, so many uses
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  33. #33
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    Thank you
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  34. #34
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    i have one question Piranhi, i'm remaking lode runner and i will use this effect to broke my bricks appart.
    in my game at the same time the hero could broke 10 or 15 bricks at the same time, if i want to use this effect in the 15 bricks and i want that each brick has it's own time effect (i mean that each brick time effect must be independent of each other) i will need 15 Material Instance Actor with 15 matinee actions ?
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    Yeah that's really the only way to do it, unless you're using code. If you know the player is only going to be able to dissolve one wall at a time then you can just use one MIC, and once the dissolve has finished remove that wall from the game and rewind the Matinee. That's how I did it with my game and I haven't really used it since then.
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  36. #36
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    ok i understand, i can't remove the bricks because after 5 seconds the brick will remake and will be placed in the same place. Thank you for your help Piranhi
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  37. #37

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    Excellent tutorial, Piranhi. I wish more people had your flair for clarity and insight into the necessary ingredients for learning. Your explanations provide not only what is needed to accomplish the intended effect, but also touch upon how the functions might otherwise be used. This is a welcome and refreshing change from much of the content currently available for the UDK.

    I applaud and appreciate your efforts. Your contributions are a real asset to the community, keep up the great work!

  38. #38
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    I'm having problems with this working when I play my game from outside the editor. It works perfectly inside the editor but even when I fully build my game the material swaps like normal but the animation doesn't play. Any ideas?

  39. #39
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    Quote Originally Posted by MythicMonkey View Post
    Excellent tutorial, Piranhi. I wish more people had your flair for clarity and insight into the necessary ingredients for learning. Your explanations provide not only what is needed to accomplish the intended effect, but also touch upon how the functions might otherwise be used. This is a welcome and refreshing change from much of the content currently available for the UDK.

    I applaud and appreciate your efforts. Your contributions are a real asset to the community, keep up the great work!
    Thanks for the kind words

    @A Rabbit: Hmm, I'm not sure. It works fine in GoW when I published it, but to be honest, I never tried it outside the editor in UDK. I don't see any reason why it wouldn't work.
    I'm guessing you've tried setting the Matinee to rewind on play? I'll have a look over the weekend if you haven't found a solution by then.
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