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A different kind of cel shader

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  • replied
    Originally posted by DJ_Lectr0 View Post
    So here are some screenshots of a desert scene I am working on. Note everything is WIP. Where the 2 Hangars are, there will be a destroyed military base.

    http://imgur.com/a/MPdZj
    Nice roads! Can't wait to see some more military stuff in there!

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  • replied
    Originally posted by DJ_Lectr0 View Post
    Really slick looking. What kind of licences is this licences under?
    The license is the same as anything on the marketplace: the shaders are free to use as you see fit

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  • replied
    So here are some screenshots of a desert scene I am working on. Note everything is WIP. Where the 2 Hangars are, there will be a destroyed military base.

    http://imgur.com/a/MPdZj

    Leave a comment:


  • replied
    Really slick looking. What kind of licences is this licences under?

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  • replied
    v0.0.7 and some new shader presets released. See first post in thread for download link and screenshots.

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  • replied
    New update:

    CelShader v6 (Includes samples) - 660MB
    CelShader v6 (small) - 44MB

    Changes

    New sample project content

    Cel outline depth filtering is much easier to control now:
    offset (distance from camera to start ramp),
    ramp length (how long it takes to reach and fall off from max shading density),
    width (how far to shade at max density)

    Inputs reorganised. They're still a bit complicated but they're tidier

    The line width you select is now applied 1:1 at 1080p. If your player's screen is smaller, the lines get smaller. If it's larger, the lines get larger. This should keep games looking consistent across different screen resolutions.

    Preview

    Last edited by Antidamage; 08-28-2014, 08:20 AM.

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  • replied
    Your video quality settings make a *huge* difference to how the shader looks and performs. The "Effects" setting must be a MINIMUM of "high" and the viewport res should try to achieve 100%. Other settings aren't as important, although anti-aliasing is probably the next most noticeable setting.

    Here's what I'm using:

    Resolution: 100%
    View distance: Epic
    Anti-aliasing: Epic
    Post-processing: Epic
    Shadows: Medium
    Textures: Epic
    Effects: High
    Monitor editor performance: off

    If you don't switch that last option off, the editor will mess with your settings to some degree I believe, possibly resolution.

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  • replied
    I acquired a 4k monitor today, so I took a screenshot. It turns out imgur compresses things too much, so here's a giant PNG: http://skull.co.nz/4k.png

    This hilights the thing I like most about this shader - no matter how bad your textures are, you're still going to get a per-pixel line effect. Compare that with this 4k screenshot from CoD Ghosts: http://i2.minus.com/iPMDChp5cNIyK.png

    And just for fun, here's what the cel shader does with that screenshot: http://i.imgur.com/3dvR9wG.jpg
    Last edited by Antidamage; 08-26-2014, 06:30 AM.

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  • replied
    I can't wait.

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  • replied
    You might have uploaded just fine. It looked/behaved as it should(the way you made it) in your example scene/project.

    lol This isn't the same project file and very different settings. I changed a few things for it to look this way purposefully. I'm using very flat shaders, you'll see where I take this idea as I progress.


    [EDIT] Your post-process is very versatile. I'm not going to be using it it the same way it's made. Nah, I changed the landscape on purpose, that's why it's not looking as you intended. I won't even be using this landscape, the rocks have too much detail for my idea.

    Basically my plan is mainly to use flat shaders with very little texturing. Yeah, I tweaked the shader to not show as much detail. I'm not going to be using much detail textures. I'm also making different textures for shading. You'll get to see a very different way this great post-process can be used!
    Last edited by SememeS; 08-26-2014, 05:49 AM. Reason: extra

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  • replied
    I noticed I uploaded the sample with some crappy settings. I might re-upload it again. For now I'd suggest making the shadow texture repeat more often (make the value smaller) so that the shading is more apparent. Try putting a subtle texture on the grass too, so it has something to draw detail over.

    Actually, as I look closer your shading is quite nice. Hmm. Maybe the detail shader isn't showing up as much as it should? The rocky area in the terrain should be drawing lines as well. Depends entirely on your settings I guess
    Last edited by Antidamage; 08-26-2014, 05:08 AM.

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  • replied
    Thanks! Your post-process is doing most of the work here ;P

    It's a very simple scene. I wanted to see how it fares with simple shapes, I was very happy with the almost immediate results on such simple scenery, gives a very cartoony feel I was hoping to achieve. Thanks again, I'll be posting more developed screenshots as I take this further.
    Last edited by SememeS; 08-26-2014, 05:06 AM. Reason: grammar

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  • replied
    Looking good!

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  • replied
    Ok after a few hours of learning how everything works here is my first WIP screenshot using the post-process:





    The landscape material is just the vehicle landscape material tweaked for this test scene. I'm making my own landscape material to service my needs. Now to take this to the next level
    Attached Files
    Last edited by SememeS; 08-26-2014, 03:43 AM.

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  • replied
    Excellent

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

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