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Fade Anything 제품 등록을 위한 미디어 1개

설명

Video tuto: Link

Video Showcase : Link

Video masked material system Updated V3.4: Link

PDF Documentation: Link

Fade Anything includes Occlude Any Mesh

  • Information (October 25th, 2023): New update: Fade Anything V3.2: Now including Fade with or without Nanite.

  • Information (May 30th, 2024): Fade Anything V3.3: New optimisation.

  • Information (June 06th, 2024): Fade Anything V3.4: Masked Material system improved

  • Information (July 07th, 2024): Introducing Fade Anything 4.1, inluding Fade Blueprint Static mesh instances

  • Information (January 05th, 2025): Fade Anything 4.2: System Improvement.

If you have any problem to use "Fade Anything", contact me, I will help you personnally to make your setup ==> [email protected]

The most complete fade system of the Marketplace:

  • Fade Nanite (only from UE5.1 and above).

  • Fade foliage.

  • Fade Static mesh.

  • Fade Skeletal mesh.

  • Fade / don't fade shadow of a Faded Object

  • Fade enemies (bye-bye camera bad angle problems!).

  • Fade Player Character if too close with camera (bye-bye camera bad clipping effect!).

  • Fade Anything V3.1: Control faded object's Shadow On/Off on Faded objects (only from UE5.1 and above)

  • Fade Anything V3.1: Fade by Opacity Mask gradually using Noise (only from UE5.1 and above).

  • Fade Anything V3.2: Select Fade with or without Nanite (only from UE5.1 and above).

  • Fade Anything V3.3: New optimisation (only from UE5.1 and above).

  • Fade Anything V3.4: Masked Material system improved (only from UE5.1 and above).

  • Fade Anything V4.1 + 4.2: Fade Blueprint Static mesh instances (only from UE5.1 and above).

  • Works also with First person character, thanks to the "Fade in front of character" mode (watch video example: Link ).

  • You prefer to Fade by component? Or by Material? Both solutions are provided, and work perfectly together (zero conflict when used at the same time).

HOW DOES IT WORK:

  • Add a "FadeThisMesh" component to a mesh, or a "FadethisMaterial" function to a material, and enjoy, that's all !!

  • You can access more detailed parameters inside every mesh's "FadeThisMesh", to create your own setting individually on any mesh you want (change textures/colors/materials, transition speed, transparency, size of fade effect around the player, distance offset in any direction, and many other things...)

WHAT DOES FADE ANYTHING DO:

  • Fade anything you can imagine (wall, roof, ground, enemies, houses, vehicles, little or big objects, grass, trees, landscape foliage, static or skeletal meshes...)

  • Fade any kind of player pawn attached or not to a camera (Character, car, airplane...).

  • Fade effect not only between Character and Player Camera, but also with any cameras that are active (perfect for games using several cameras in a level).

  • Fade any meshes directly within a Blueprint.

  • For advanced Fade edition, every customisable parameters are all explained inside their own comment bubble.

Fade by Component:

  • Fade anything you want between camera and player.

  • You can fade by transparency, or by using your own meshes materials, like on this example: Link

Fade by Distance Material:

  • Fade anything you want by distance to the camera (perfect on foliage).

  • This is an adaptative system, you can use it directly with your meshes materials.

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