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    Originally posted by SheepShanker View Post
    After getting it up and running, the "Shading Model" drop down in the material editor isn't showing the toon option. I have an earlier 4.14 version that a friend built for me before, so I'm pretty sure I'm looking in the right spot, any thoughts?
    Are you sure you've built the correct branch (4.17.1-release-toon)?

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      We are getting a lighting bug in 4.17.2. Shadows are not working, and when the camera gets close to objects a strange shadow shape appears. Here's a video https://www.youtube.com/watch?v=mBbp...ature=youtu.be

      Edit: We had forward shading on and deferred turned off. Stupid mistake. I'm going to leave this here in case anyone runs into the same issue.
      Last edited by Ore Creative; 10-06-2017, 05:29 PM.

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        Hello ! and nice work !
        The self shadow and the cast is not working ? I mean, it's very blur like a basic Shadow

        Attached Files
        Last edited by erodann; 10-20-2017, 09:38 AM.

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          I found Toon Step Size is basicly fixed in my project.So I change

          Code:
          GBuffer.CustomData.z = clamp(GetMaterialCustomData2(MaterialParameters), 0.001, 1);
          to

          Code:
          GBuffer.CustomData.z = 1;
          GBuffer.CustomData.a = GetMaterialCustomData2(MaterialParameters);
          and that give me a chance to paint sobel inner line manualy.
          The next step I think is Stylized anisotropic specular.(and that's hard)
          Does anyone have any idea about this?

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            Most of the cel-shader stuff I've tried so far was a hack or used PP. Tried the latest UE4 livestream toon shader, too, but I didn't like the results. Spent a couple weeks looking for good methods of achieving cel-shaded effect and started to come to the conclusion that cel-shading is more easily done in Unity...

            I really like how this one looks though, so want to give it a try.

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              Thank you so much for this shader model Arnage. And thanks Nate for making making a 4.17 version for it.
              Once I get a little more familiar with it, .I'll look into converting it for use with 4.19.

              Anyone know if it's possible to use a CLUT with the shading levels/steps?
              Last edited by kusogaki77; 05-27-2018, 09:17 PM.

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                Cel shading is one of my favorite styles. Keep up the good work!
                CURRENT PROJECTS:
                PREVIOUS PROJECTS:SOCIAL MEDIA:

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                  Any chance of a 4.18 version of this?

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                    Stylized anisotropic specular Archived!And I moved ToonShading settings to a custom output node so it's much easier to integrate.

                    Just copy and paste MaterialExpressionClearCoatNormalCustomOutput.h and make some changes to generate my own function.
                    Another feature I did was NoL offset.That makes offset part of mat more likely to be in shadow.

                    Code:
                    float NoLS = NoL+(CustomData.y - 1);
                    And now .... run out of CustomData.
                    CustomData.x --blend
                    CustomData.y --NoL Offset
                    CustomData.z --Alpha for Sobel inner line
                    CustomData.a --not used yet(Opacity use it)

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                      Originally posted by brisck1 View Post
                      Any chance of a 4.18 version of this?
                      Edit: Below linked 4.18 version works!

                      Hey brisck1! I haven't tested it yet, but it (at least) looks like Nate was working on it:
                      https://github.com/marynate/UnrealEn...8-release-toon

                      I'm not sure if it's done yet or not, though I do know I was able to install and run the 4.17-release-toon version without any noticeable problems.
                      (If the name is any indication of its status, I'd assume the 4.18 version is already ready.)
                      Last edited by kusokuso1; 01-26-2018, 03:18 AM.

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                        another custom output node added.
                        CustomNormal node make it possible to overwrite GBuffer.WorldNormal in material editor.So no more 3rd party normal editing tool like XSI was needed anymore.

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                          Thanks Arnage and Nate!

                          I'm getting some error, the toon shader model is there, but when I right mouse click on the asset browser, I got this error:
                          I'm using the Nate 4.18-release toon version.
                          https://github.com/marynate/UnrealEn...8-release-toon


                          Anyone have this same problem too??

                          Edit: Okay, now its working, cause the VS2017 was using the VS2015 -_- ...
                          Last edited by Rgiz; 02-02-2018, 10:12 AM.

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                            I also have tried MountainCow branch 4.18.2-release-toon and got the same error. :/ https://github.com/JSEM100/UnrealEng...2-release-toon

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                              When I try to follow the link it just takes me to a 404 page not found... where can i download this shader?

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                                Rudrode, u have to link your git account with UE git.
                                https://answers.unrealengine.com/que...-with-ue4.html
                                Last edited by Rgiz; 02-02-2018, 10:20 AM.

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