Announcement

Collapse
No announcement yet.

Toon shading model

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #91
    Originally posted by gpb1989 View Post
    Looks **** good. I've linked my unreal engine with my github account but it's not allowing me to download, maybe it takes time.
    Did you get an email from Epic and Github when you added it? If you did, the email from Github will have a link in it to join the team. If you got one from Epic and not Github then try just visiting https://github.com/orgs/EpicGames/in...on?via_email=1 If you've been invited it'll work and you'll join.

    Comment


      #92
      fantastic shader addition. Thank you Arnarge for implementing it. I've used it on my map and put some post process on top, had it working with the outline but think this shader is so strong it looks better without it.
      https://www.youtube.com/watch?v=eaJAz9VceiI
      am getting weird grass behaviour in this build though, turns off if i'm not facing a particular quadrant of the world.

      Comment


        #93
        Originally posted by mserena View Post
        fantastic shader addition. Thank you Arnarge for implementing it. I've used it on my map and put some post process on top, had it working with the outline but think this shader is so strong it looks better without it.
        https://www.youtube.com/watch?v=eaJAz9VceiI
        am getting weird grass behaviour in this build though, turns off if i'm not facing a particular quadrant of the world.
        I had some funkiness in the build also with extra sets of shadows following my camera around (I could just pan, and shadows would move without models or light source moving). I'm curious how much trouble it would be to integrate into a release branch so we aren't playing around with 4.11.x bugs.

        Comment


          #94
          Thank you Arnage for your work, this modification is great! But i have a question. Is it possible to make custom toon-shader including lightwarp function for this shader, using a ramp texture?
          v2_ramps.zip

          Comment


            #95
            I did another rebase to fix the recent incompatibility with the master branch. The master branch is still kind of buggy though so the same warnings remain.

            @mserana That looks awesome. Too awesome to be hidden behind a link. You can directly embed videos like this: (click reply to see the code)



            @axioma702 Not with this shading model, no. You could add it as another shading model though and that is actually the kind of shading model that DanielW suggested on the first page of this thread.

            Comment


              #96
              Originally posted by axioma702 View Post
              Thank you Arnage for your work, this modification is great! But i have a question. Is it possible to make custom toon-shader including lightwarp function for this shader, using a ramp texture?
              [ATTACH]59438[/ATTACH]
              @axioma72 you can do something similar with http://www.tomlooman.com/gradient-fresnel-shading-for-cinematic-lighting-in-unreal-4/
              @arnage thanks, glad you liked it. thank you so much for making the shading model. excellent stuff. and thanks for the relink. looks better embedded.

              Comment


                #97
                Total noob here, sorry, trying to not use command lines, just get the overall idea, OSX, have Github & Unreal compiled and working now I would like to test out ArneBezuijen awesome shader..

                So, I am supposed to do what? Clone ArneBezuijen's reposotory? But.. he has no public reposotory.. how do I 'download' the engine with the code you guys made?

                Total noob with noone else to ask, have given up on Google, sorry & thanks

                Comment


                  #98
                  Originally posted by Fritsl View Post
                  So, I am supposed to do what? Clone ArneBezuijen's reposotory? But.. he has no public reposotory.. how do I 'download' the engine with the code you guys made?
                  N00b here too, I just followed the tutorial on the ReadMe.md

                  Download this: https://github.com/ArneBezuijen/Unre...f36bc20275ab9f
                  Then its standard compile/bulld in Visual Studio.

                  One thing I'm trying to figure out is how to actually get it to work...
                  I've got my material open, I've set it to the Toon shading model, but it looks exactly the same as the default lit..
                  Halp?
                  Click image for larger version

Name:	tumblr_inline_nvwvvvcObu1qcos0s_500.png
Views:	1
Size:	333.4 KB
ID:	1090981
                  Click image for larger version

Name:	tumblr_inline_nvwvvquB1P1qcos0s_500.png
Views:	1
Size:	87.8 KB
ID:	1090982
                  Attached Files

                  Visit my portfolio: jhgrace.com

                  Comment


                    #99
                    need toon blend to be set to 1 and then toon roughness will control how rough or sharp the banding will be and the toon step size will control the number of bands, so set toon blend to 1, toon roughness to 0 and toon step size to 0.3 and you'll see something

                    Comment


                      The default values are:
                      Toon Blend: 1.0
                      Toon Roughness 0.1
                      Toon Step size 1.0

                      Toon roughness defines how hard or soft the transition between the steps is. When set to 1.0 the steps will be fully blended together and it will indeed look like regular shading.

                      I hope the master branch gets a little more stable soon so I can finish my example map. (Kind of hard when you can't build lighting) That should help clarify these values.
                      Last edited by Arnage; 10-09-2015, 04:04 AM.

                      Comment


                        Originally posted by Construc_ View Post
                        Thanks a lot Construc_ - but how the H.. did you get to that? I ended up here constantly:
                        https://github.com/ArneBezuijen
                        And that appears like a dead end to me?!? (No link to https://github.com/ArneBezuijen/Unre...f36bc20275ab9f)
                        (Sorry for forking this Cel shading talk, but I figure the next person stuck here would appreciate this tip)

                        Comment


                          Originally posted by Arnage View Post
                          Toon roughness defines how hard or soft the transition between the steps is. When set to 1.0 the steps will be fully blended together and it will indeed look like regular shading.
                          ..Oh, well that seems obvious now. I was treating the toon roughness like a 'sharpness' rather than the exact opposite of that.
                          Works perfectly now
                          Click image for larger version

Name:	tumblr_inline_nvygxbihsN1qcos0s_540.png
Views:	1
Size:	488.6 KB
ID:	1091012

                          Originally posted by Fritsl View Post
                          Thanks a lot Construc_ - but how the H.. did you get to that? I ended up here constantly:
                          https://github.com/ArneBezuijen
                          And that appears like a dead end to me?!? (No link to https://github.com/ArneBezuijen/Unre...f36bc20275ab9f)
                          (Sorry for forking this Cel shading talk, but I figure the next person stuck here would appreciate this tip)
                          Well considering being able to get to the toon shader is a pretty important aspect of using it, i don't think you need to apologize for that :P
                          It's just the comment by Arnage on page 2 (as it says right at the top of the first post on page 1) that links directly to it:
                          Click image for larger version

Name:	tumblr_nvyhhrrx9k1tsodnno1_540.png
Views:	1
Size:	6.7 KB
ID:	1091013

                          Visit my portfolio: jhgrace.com

                          Comment


                            Originally posted by Construc_ View Post
                            It's just the comment by Arnage on page 2 (as it says right at the top of the first post on page 1) that links directly to it:
                            No dude, I must be going really crazy here.
                            There is a link to:
                            https://github.com/EpicGames/UnrealEngine/pull/1552

                            I'm sure there is a huge green blinking link that I do not see, but I do not see it, how did you find this:
                            https://github.com/ArneBezuijen/Unre...f36bc20275ab9f
                            I must be the dumbest noob on the planet!?!

                            Comment


                              Originally posted by Fritsl View Post
                              No dude, I must be going really crazy here.
                              There is a link to:
                              https://github.com/EpicGames/UnrealEngine/pull/1552

                              I'm sure there is a huge green blinking link that I do not see, but I do not see it, how did you find this:
                              https://github.com/ArneBezuijen/Unre...f36bc20275ab9f
                              I must be the dumbest noob on the planet!?!
                              Click image for larger version

Name:	tumblr_nvzxghWG2o1tsodnno5_r1_1280.png
Views:	1
Size:	79.1 KB
ID:	1091044
                              Click image for larger version

Name:	tumblr_nvzxghWG2o1tsodnno1_1280.png
Views:	1
Size:	57.1 KB
ID:	1091040
                              Click image for larger version

Name:	tumblr_nvzxghWG2o1tsodnno2_1280.png
Views:	1
Size:	67.0 KB
ID:	1091041
                              Click image for larger version

Name:	tumblr_nvzxghWG2o1tsodnno3_1280.png
Views:	1
Size:	80.7 KB
ID:	1091042
                              Click image for larger version

Name:	tumblr_nvzxghWG2o1tsodnno4_r1_1280.png
Views:	1
Size:	159.3 KB
ID:	1091043
                              ...That's how I did it anyway

                              Visit my portfolio: jhgrace.com

                              Comment


                                Wow.. 'Commits' ..lingo.. wow.. thank you a lot for taking your time to cut it out in paper for me Construc_

                                Comment

                                Working...
                                X