Can the shadows in Unreal blend with color? that seems to be the main factor in art styles. Like the watercolor, the color bleeds though the light amount of black
You can adjust shadow opacity in UE, yes. There’s a ton of ways to do it too, check out SkyLights as well as the settings on each light.
I’m still building the feature anyway, it still needs to avoid bleeding between objects as an option and a kind of offset map that looks like paint splatter would be nice too.
The in-shader colour blurring is coming along. Now you can restrict blurring with a depth threshold. This can limit the colour softening to individual objects, or it can let everything bleed into everything else. It can be a subtle, anime-style effect or an outrageous messy paint effect.
This setting has been added to the Anime and new Watercolour presets.
Edit: the last examples weren’t so great, so I’ve updated them.
Watercolour shading
No cel shading
This is the reference I’ve been working to. The main thing lacking at the moment is texture. It’s there, but it’s only affecting the base brightness. I’m adding saturation to that as well.
That’s a good talk. They have the benefit of working from the ground up with whatever rendering techniques they need. By contrast in UE lighting stuff is off-limits to materials, even in the post-process phase. What he demonstrates with normals is also highly valid as well - so much of the process is about the material you’re cel-shading over rather than the cel shader itself.
They do their cel effect by doing several things:
Simplifying the lighting down to on/off.
No texture data other than flat colour.
Interesting but time-consuming technique of specifically setting internal detail lines
Standard inverted hull outline
These are good, but they’re also bog-standard and not that flashy. You also can’t do the important bits in UE at the moment either such as flattened lighting. UE only lets you alter the base colour and other PBR properties of a material but leaves lighting out of the mix and does that in a separate pass called Deferred Lighting.
3 is possible, but it’d be a lot of work. If you verbatim copy the technique in the video you’ll get the same inner line result.
4 is possible in your modeling stage, but I haven’t seen a runtime implementation for UE yet. This is also an unreliable process for complex models and will probably screw with your rigging on skeletal animations.
Anyway, the effect I linked above in my last post will do a fairly good job of emulating the simplified lighting you’re after when it’s released, but with a number of caveats and limitations that you don’t get when you have a proper cel lighting process, which we don’t have in UE.
I’d really like to introduce a new material lighting type that will achieve the same effect but more simply, but even then it depends on your normals. I’ve just started looking into code projects and extending objects so eventually the celshader will become a plugin and the lighting change will be a possibility.
Is it possible to exclude materials from the Shader (with a Mask would be great)? All time the shader ruins textures that should stay as it be, for example the eye textures.
In short: you exclude items by toggling their custom depth flag on and then adjusting a setting in the shader preset. You can also invert the mask. This is possible on everything except landscapes if I recall correctly.
In the future I’ll be improving it slightly by adding a control for the outline clipping.
It’s been a while and updates are ready to ship! This not only includes the watercolour effect above, but also a new simple character deferred lighting model like what you find in anime. Anime lighting tends to be drawn to suit the subject using the least effort. Regular Unreal Engine lighting is just too good for anime!
Before:
After:
With softening:
This effect gives you simple, consistent uni-directional lighting on characters and objects. It is based on camera rotation and a custom lighting direction, so your lighting will always come from the same direction as seen by the player. It also features:
Softening
Luminosity range
Falloff
Posterization has been removed as it is no longer necessary and wasn’t a particularly nice effect.
Look for an update for your assets soon and don’t forget to check out the new Space sample map!
Sounds not bad, will try it. Didn’t make anything the last weeks with this shader.
Did it run on 4.9? I saw in the change log that are there some changings on “Post Process Blending” on the list, don’t know if there is something useful for this cel shader.
Yes, there’s no reason why it wouldn’t work with 4.9.
The post-processing changes are something I’ve been looking forward to! They won’t affect anything now, but they’ll make implementing the next major change easier.
You should be able to see the images. If not, can you see anything when you visit http://imgur.com ? The images are quite large, so they may not be fully loading for you.