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    Originally posted by Nate View Post
    [MENTION=1680]motorsep[/MENTION],

    Unreal plugin can't host it's own shader files so it's impossible to make it a plugin unless there's mechanism to extend shading model via plugin implemented in Engine framework level.
    That's unfortunate Have you contacted Epic by chance to have them merge your code into master?

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      Originally posted by motorsep View Post
      That's unfortunate Have you contacted Epic by chance to have them merge your code into master?
      Arnage is the author, I merely did the porting to newest engine version. I remember that he sent the pull request long time ago, but never been merged.
      | twitter | github | #ue4tip

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        Hey guys!

        I'm getting a 404 error when trying to get the 4.15 port from GitHub.

        Am I missing something?

        [EDIT] My bad, you have to have your Unreal account linked to GitHub.
        Last edited by Philcrifo; 03-22-2017, 10:40 AM.

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          If I wanted to integrate this into my project which is built in 4.15 would I have to migrate everything? Or can I somehow load my project in your adjusted version of the engine?

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            Originally posted by WixZ View Post
            If I wanted to integrate this into my project which is built in 4.15 would I have to migrate everything? Or can I somehow load my project in your adjusted version of the engine?
            Once the new engine is compiled you can select your U project file > right click it > then select switch Engine version > migrate to your new engine folder and select it > then open the project. It should just work.

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              Originally posted by Mr Janks View Post
              Once the new engine is compiled you can select your U project file > right click it > then select switch Engine version > migrate to your new engine folder and select it > then open the project. It should just work.
              Good to know. We've decided to stay with our current none-toon shading look for now. Maybe later we can experiment a bit with soft toon shading effects. Though your toon shading style is by far the one i like most of what I've been able to find. Really nice.

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                Originally posted by motorsep View Post
                That's unfortunate Have you contacted Epic by chance to have them merge your code into master?
                There is a pull request: https://github.com/EpicGames/UnrealEngine/pull/1552

                And there is a thread in support of the pull request:

                https://forums.unrealengine.com/show...Model&p=681773


                There has been some further info in the thread. Mainly the problem seems to be bad luck at first (the dev tasked with looking into it was somehow unavailable) and then a change of policy because they are concerned with engine-size. (though i fail to fathom how this would bloat the engine)

                I don't know what we as community can do to help get it implemented.

                My idea would be:
                Some people could make a Toon-Shader support group that participates in all the epic gamejams with toon-shader games ^^

                The Problem is this would take a lot of work, but at least it would be viable xD

                I guess it would be less work if someone is already participating and just needs to change a few things in how they go about it.

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                  Btw, does this work with forward renderer (both mobile and desktop/console) ?

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                    If it works with forward renderer on mobile and PC, how can I get a "patch" and apply it to Oculus UE4 branch? (it's in sync with UE4 branchers + VR stuff from Oculus).

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                      [MENTION=71536]Mr Janks[/MENTION]: Love the new trailer!
                      [MENTION=1680]motorsep[/MENTION]: When I originally made it, I did make it compatible with the mobile renderer in a feature reduced version. The additional inputs (that are internally handled by the custom data channel) are not supported, but the basic toon effect works fine. I would assume this version also works with the new VR-focussed desktop version of the forward renderer, although I haven't tested it at all, so I would recommend testing it out. To integrate the shading model into an arbitrary branch you should take a look at this wiki page, which incidentally uses my PR as an example.
                      [MENTION=702]Nate[/MENTION]: Thank you for still updating it for new engine versions! Thanks to you it still lives on

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                        If anyone does test with the VR forward renderer, please post back here! I'm going to pull the branch and try it this week if I have time.

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                          UE4 crashes whenever I try VR. Has anyone got VR working? (I'm on deferred rendering).

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                            Hey guys quick question. I can't build lighting in the 4.15.1 branch. It says that it swarm failed to kick off. Anybody have a similar issue?

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                              Github page not found? Something is wrong ?

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                                I've been having the same issue as well. Swarm failed to kickoff.

                                Update: If you're are having issues building lighting because the swarm agent will not kickoff then open the visual studio file and rebuild the UnrealLightMass file, and then the lighting should build just fine.
                                Last edited by Mr Janks; 05-04-2017, 06:37 PM.

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