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UE5 Dynamic Colored Translucent Shadows pt. 2

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Oct 23, 2023
56:29

Sorry about the length. I regret not making this into more than 2 parts, but hopefully you'll see through to the end. In part 2 we create our shadow depth mask, align our BP to the sun and discuss tweaks to getting a nice, believable shadow that closely matches our path traced reference. 00:00 Turn off shadows for scene capture 02:30 How to capture depth without capturing unwanted background? 05:20 You could try to build a mask 07:00 Or just use two captures 09:30 Color can be pretty low res 10:00 Starting to construct the shadow depth comparison 13:50 Watch the shadow appear 19:10 Dot product mask 22:30 Progress check 23:35 Bringing back some specular 28:10 Soft shadowing the color 34:17 Pattern on the glass 37:00 Notes about layered glass 39:40 We need to align our camera with the sun automatically via BP 41:40 Don't forget to declare you communication reference like me 42:30 Still broken - somehow my camera and decal were out of alignment 44:00 Now it works 44:40 Updating the depth buffer for camera position for any direction 47:40 Darkmode, GI bounce 49:20 Rendering two panes for independent control over capture and main pass 55:55 Why you want to output depth for the visible object but not the captured object

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UE5 Dynamic Colored Translucent Shadows pt. 2 | NatokHD