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A different kind of cel shader

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    #31
    Looking good man! Good to see some Kiwis on here

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      #32
      Thanks dude, it IS nice to see some other kiwis here. Speaking of NZ, have you seen the $25k game dev competition running in NZ? Sadly the non-cash part of the prize is Unity 4.3.

      The details are here if any other NZers are interested: http://www.gameplanet.co.nz/news/g53...h-a-25k-prize/

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        #33
        I managed to figure out ShadowPlay, so here's a video. Bump it up to 1080p to actually see the detail.

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          #34
          Originally posted by Antidamage View Post
          I managed to figure out ShadowPlay, so here's a video. Bump it up to 1080p to actually see the detail.

          Really Nice work, Post pro shaders can be awesome tools. Your download link for the shader is removed, Can you update it with your current version? would love to pull it apart to try to build a water colour shader effect. Great work!

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            #35
            I'll post it again once I've tidied it up and improved it a bit, it's kind of unfathomable at the moment.

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              #36
              Download: https://mega.co.nz/#!mY0A2ZxQ!v7kyiu...vAcjjqn-qk8rOU

              The node graph should be much clearer about what its doing now. Please post screenshots of what you come up with in this thread! You can't post too many screenshots!





              Master
              Debug your shader here. You can enable/disable the shader entirely, or force it to only draw lines. This in itself is a neat effect.

              Cel Detail Shading
              This manages the lines drawn when detail in the scene and in textures are outlined. These lines default to light. Cel detail always shades near to the camera and you can control the falloff as distance increases.

              Cel Outline Shading
              These are the lines drawn around objects based on differences in screen-space depth. These lines default to heavy and can have a mask texture applied to roughen the edges. Cel outlines have a band in the scene depth that can be targeted for shading. Offset is the distance from the camera. Ramp is the linear fade-in and fade-out distance.

              Distance overbright
              This controls a blend_overlay fog that is useful for colour-grading the scene. In the screenshot above it's used to give distant objects a warm desert-feeling glow.

              Shadow Shading
              This controls the cross-hatching on your scene. The cross-hatching will target areas with AO shadows. You can also posterize your AO to give it a more cartoony feel. The values in this section have a quite narrow window where they look good, I'd recommend only adjusting them by a tiny bit at a time.


              Final tip
              If you're getting too many lines drawn, try either lowering the resolution of your textures or go into photoshop and apply a smart blur. The cel shader will pick up even tiny amounts of detail with the right settings, so go nuts and blur it a lot. If you're after a kind of water-colour fill effect, then smart blur is the way to go.
              Last edited by Antidamage; 08-22-2014, 06:57 PM.

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                #37
                Here's a video showing off the line art mode (it's in the last half of the video):

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                  #38
                  Hello Antidamage,

                  First off, great looking shader! and thank you for your generosity in sharing it with us. I'm really liking the outcomes in your videos.

                  I wanted to start playing around with it, learning from your method. There's a problem though, whenever bringing new .uasset that contains shaders into Ue4 all the material functions and textures are lost in the node graph.


                  example screenshot:




                  I thought I could figure out what material function went where but I'm having serious trouble with that as your shader is very complex.

                  I was wondering if it's possible whenever you have some time to post screenshots of the material function positions in the graph please. If not, no problem, I'll keep trying out through trial and error.

                  Thanks again for sharing this great shader.


                  .
                  Attached Files
                  Last edited by SememeS; 08-25-2014, 11:07 PM. Reason: added screenshot
                  Steve S.

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                    #39
                    Can you post a screenshot of the problem you're experiencing? Is it a node graph issue or a configuration issue (eg. the material instance)? Do you mean the custom functions like edge detection, shading, averaging and posterization are being lose in the larger CelShader asset? Because that'd be pretty crippling.

                    Just in case, make sure you're applying CelShaderDesert as a Misc asset inside an unbound PostProcessing effect.

                    I haven't encountered that yet, but I always migrate from my celshader project to another project. Perhaps it'd be better if I released a sample project with the shaders in it rather than the shaders alone.
                    Last edited by Antidamage; 08-25-2014, 11:08 PM.

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                      #40
                      Screenshot added in post above. No issues with the material itself, only with Ue4 remebering what material function node is placed where. This only happens when importing .uasset shaders directly without migrating from a project as far as I've been seeing.
                      Steve S.

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                        #41
                        I made up a project with a couple of sample items. I've thrown in my terrain and water shaders as well: https://mega.co.nz/#!vctkUR6D!tuptZC...tZL1YoBD1QrfPc

                        It's a bit larger (~90MB) but now it's an actual project. I've also added a link to the first post that I'll maintain.

                        I'm keen to get this on the marketplace for easy access, so any feedback is welcome. Let me know how it goes!

                        Originally posted by SememeS View Post
                        Screenshot added in post above. No issues with the material itself, only with Ue4 remebering what material function node is placed where. This only happens when importing .uasset shaders directly without migrating from a project as far as I've been seeing.
                        I see! So my two hours of re-arranging nodes was wasted. Actually that's thoroughly broken, no wonder I wasn't getting any feedback! The project zip file above should fix the problem.
                        Last edited by Antidamage; 08-25-2014, 11:25 PM.

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                          #42
                          Thank you so much!

                          [EDIT] I'll definitely give you some feedback and screenshot results
                          Last edited by SememeS; 08-25-2014, 11:24 PM. Reason: extra
                          Steve S.

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                            #43
                            Remember, you owe me screenshots of anything cool you make.

                            Here's a shot of the new sample project:

                            Last edited by Antidamage; 08-25-2014, 11:29 PM.

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                              #44
                              Originally posted by Antidamage View Post
                              Remember, you owe me screenshots of anything cool you make.
                              Sure thing!

                              Everything is working like a charm! This is beautiful. Thanks again.
                              Steve S.

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                                #45
                                Excellent

                                So does anyone have a rift? I'm very interested in how it looks in 3D.

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