UE4 - Portal Doors Tutorial - Part 1 [ The Portal Effect ]

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In this tutorial we will be looking at how to create the portal effect I used in my previous portal videos. The method, however is different, but the result is the same! And is a lot easier to make!
Hope you like it!

The current limitations are:
- Only rotation on the Z-axis ( Yaw )
- No object occlusion, which means, that objects behind the portals, will be rendered in the material. However, I am very close to a solution for this problem!

These problems are displayed at the end of the video

Additional tutorials will be posted as soon as they are done! I am currently quite busy with work, but I will try to get the next tutorials up very soon!
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Just after I posting this tutorial, I started working full time (yay money!) which is why I haven’t been active for a while. I just don’t have that much spare time at the moment. Making tutorials is actually incredibly time consuming, so don’t expect another tutorial for a while. However, a guy named Dean Ashford has made a tutorial on the actual teleportation part of the portal. Go check him out, he does a lot of other cool Unreal stuff too.

Dean Ashford’s Channel:
Teleportation Video: youtu.be/k6vhwA3aL-s

Jesmodev
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You the boss! That rotation delta and combining which with which had me scratching my head for a whole night.

ilv
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OMG DUDE THIS IS FINALLY OUT! THANK YOU SO MUCH DUDE! SORRY FOR CAPS

dewenju
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Thank you so much for making this tutorial. I appreciate it a lot and helps me with my own project :)

Foqerman
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Love this! Gonna use it in my TARDIS simulator.

tomeastwood
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hi!

about limitations

- Location and rotation math a little bit weird. Better use inverse/transform math and vector mirroring. I think you understand that 2nd portal is the same as 1st, but works like mirrored by X and Y axes?
It would be good if you try to make simple line trace through portals. It should use inverse transform location/direction to get things into local space for 1st portal, mirror by X and Y, and transform location/direction to deproject from 2nd portal. If you understand how that math works, well, you can do everything with portals )))

- Object occlusion is possible by enabling global clip plane in project settings. After that you can find it settings in scene capture component and modify it with BP.

redcatbox
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Yup, this is the EXACT same result I've come to. If ONLY we could alter each individual cameras' clipping planes this would be about 90% of the way there to legit Portal style portals (minus the slight complications trying to stand directly between the two.)

XiamwatchingyouX
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Hey man thanks for doing a tutorial on this :)

will_hyde
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If have the sounds it'll be better but hey thanks for making this video.
Helps a lot, it's really really good.

Koolmie
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You save my project you'r awesome

gamecity
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At 3:39, it doesn't let me put a render target in. No notifications, im just unable.

virtualbones
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Thanks a lot for the tutorial! Is there a way to make it work with any camera and not just with the player camera?

UltradigitalStudios
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Altan, great video bro! when is part 2 !?!?

themidnightspark
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IF we modify the scale of one portal, will the other one become a little bit bugy ?

oncheonchepanachay
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anyone knows what to do if the capture components wont rotate at all?

dillzilla
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Do you use render 2d capture?

I've tried to use cube capture with a slim rectangular prism and it looks quite good. I may post a video explaining how and what I did

[:]D

My idea was to make a VR portal game, but having your hand appear through the portal as a transition not an instant teleport.

Mr_i_o
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Can you make a Tutorial on moving through them? and that you can place them manualy with left and right Mouse Button? would be nice

Matthew.
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QUESTION OF THE CAMERA I ADD AT THE DOOR IT IS FACED WHICH SIDE COULD INSERT

CONCEPTESTUDIOD
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Hi guys, remember to enable subtitles!
enjoy!

Jesmodev
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Thanks Atlan! I can't wait for the next one. Especially the solution for the last problem which bothers me the most. Is it already solved?

dennisg