And your cell shader sir is excellent. How are things going with Weta’s VR efforts? Weta Digital partners with Oculus and Epic Games for a new VR experience | VentureBeat
I wish I knew! Weta play their cards pretty close to their chest, even locally!
[FONT=franklin gothic medium]Update live
The wheels of fate turn slowly, but the update is now live! Grab it now to enjoy:
Watercolour effect!
Simple cel lighting!
Brush effects around lines and shadow!
Works with 4.9! (Disregard warnings, inject as 4.8)
As always, if anything breaks let me know here and we’ll fix it for you!
Excellent, just purchased. Oh Wow you included a free entire island asset?
Yes! Although to run around as a pirate, you’ll need to follow this short guide here: http://skull.co.nz/advanced-cel-shader-tutorial-setup/
Sweet. I would suggest you add that to the description or highlight it more, I thought it was some other sample scene and you were just selling the filters (Edit: I meant shaders).
OK one thing though… Is this rope supposed to be this big?
Edit: Wow you give two sample scenes. Definitely that will encourage people to purchase if they thought $44.99 was a bit steep.
Hi, I bought the shader just recently, but I cannot open any of the material files. I assume this shader pack does not work anymore with versions below 4.9? I am using 4.82 and shaders wont load correctly, map doesnt open etc.
I will try to download V4.9, hopefully it fixes this ^^.
Yeah, after upgrading to 4.9 it works. I suggest either adding that info to the marketplace page, or finding the problem in shader/engine what causes it to not work with older ones!
Strange! I’m running 4.8.3 at home and that’s the version that I submitted, so Epic must have upgraded it to 4.9. When you inject the assets into your project you SHOULD get the option to choose which version of UE you’re targeting, which includes older versions (although I haven’t checked if they’re also older versions of the cel shader, or just retrograded with some kind of migration by Epic).
I’ll take a look tonight but realistically legacy support is out the window. I’ve retained older versions but they’re not maintained in any way because there’s very little reason not to keep upgrading to point releases.
Haha thanks! Yes, the ropes are meant to be big because they’re EPIC! I’ll get them to update the description as well, thanks for the tip!
By the way, there’s a space scene as well!
So I tried firing up a new project in 4.8.3 and injecting the most recently released content - it didn’t ask me to select a version to inject and pretty much just worked and included all the latest updates. Are you able to reproduce the error still? If so, what was it?
I may try downloading say 4.6 again later and try to inject the assets into that version and see what happens. I expect it’ll break but it’ll answer a few questions about the marketplace release process. Thanks for raising this!
Edit
I can confirm that using it with 4.6.1 is totally broken and almost immediately crashes the editor. Epic HAVE converted the latest asset so that it will open in 4.6.1 without any warnings, but clearly it doesn’t work in that version at all. This means you probably can’t trust any older version to work as it did when the cel shader was released for that version.
For now most people should be able to assume that 4.8.3 works best and 4.9 is also fine (make sure you select the 4.8 version when adding the asset in order to proceed though).
I was using 4.82, dont know if it matters. I chose 4.8 install and same error occured to every project (to empty one too) I tried to add it to. It just gives a warning of not being able to load files, but log is empty. My project works with 4.9 so it isnt a problem for me anymore though.
Alright so this is my art-style not to advanced and i was wondering is your shader able to do this?
I’m pretty sure you can match it perfectly. You’d want to use flat colour textures and then use the cel shader to eliminate any native lighting and reintroduce the new simple lighting effect. You’d also use both outline options, depth and detail.
One thing you’d definitely have to do as well is adjust the normals on the character faces to be parallel. That’s a bit fiddly but that’s how you get the ultra-flat look around the faces.
I’ve been working on an anime sample scene that will look a bit like what you’re making, I’ll post some screenshots soon if you’d like to wait.
Epic have been sitting on a bug to do with post-processing blendable branching for near on a year now. You SHOULD be able to just switch off branches you’re not using and recompile, but right now it doesn’t work so virtually all the branches are active all the time. As I’ve built in more features, it’s slowed down a little. Handling the lack of branching itself added some overhead and complexity as well.
One of the interim solutions is to open the shader and delete anything you’re not using. Everything is grouped by comment boxes and you should be able to take the results from one box and pipe them into another one, skipping and deleting the functionality in between.
It might be easier if I just added more base shader methods though to save everyone the trouble. I think this is probably the best idea while we continue to wait for Epic to fix the root issue, but the potential number of feature combinations could get quite large, so I may just do an alternate base shader that turns off things with a large overhead such as watercolour (which also happens to be the only thing that’s difficult to remove manually).
Edit: STOP EVERYTHING SOME SNEAKY BLIGHTER FIXED IT
I’ll get a new release out ASAP as this is a fix I’ve been waiting for for a long time.
It’s this community who are awesome! But thanks!
Yeah sure i’d like to wait i’ve been looking for something like this.
It looks like there’s an upper limit to how many inputs a material can have and we keep hitting it. The good news though is that all of the very slow, optional features are now switched and so the shader will recompile without those branches as needed. This means you get similar speeds to the earlier versions of the shader by switching off watercolour, etc.
My general feeling is that this is becoming more of a next-gen effect in some regards. At its most basic the cel shading does a fine job and is fast and suitable for current and last gen hardware. With some of the really nice effects you do need a modern or high end card though. I think there’s ways to improve this since the slow features revolve around custom blur functionality, but they’ll require some research.
For those of you that have access to the pre-release repository, those changes are now on the master branch. Not all the presets have been updated yet so some of them will undoubtedly look whack.
This release also forces UE 4.9 support. I haven’t tested it but I expect this is the new version cutoff.
This is what I was able to come up with. This model is a bit like your drawings - you’d want to strip even more detail out of the character textures below to get them extra flat. I also left a little lighting and shadowing in the scene.
There’s a bug with outlines not displaying against the sky (again) so I’ll have to check out why the outline isn’t showing properly, but the third picture shows them in action.
Just for comparison, here’s one without any cel shading in the default UE setup:
Can’t see your pictures again, would you please upload elsewhere rather than imgur? (No need to mess with dns settings and adblocks, imgur is really problematic)
Can you explain this a bit more? Because of this shader, for a full game, rather than test scenes, are going to have some performance issues if we are not careful?