Yeah, it’s an editor only bug. Still annoying as hell. I’m investigating it now.
Looks like I missed a couple of instances needing the UV fix.
Grab these two files, open them and add the following line to the top of the expression node:
UV = ScreenAlignedUV(UV);
Both of these files already have that line in them, also i notice in a packaged game there are some artifacts , just a translucent dark line across the screen that is very light but viewable from some angles in the game.
Edit: It seems the line was just a shadow fade out line on the grass, weird cant be seen all angles but changed cascaded shadow map settings and sorted it o/ - So the only issue is this editor bug like you know.
Hey i was trying to get the exclusions to work properly , i want the landscape to be excluded but nothing else , when i set the landscape to have a custom depth and enable exclusions everything gets excluded from the outlines - how would i go about this? (really its because i have a water shader volume that looks weird when the landscape underneath it is outlined,)
Last time I checked you couldn’t set a custom depth on the landscape, if that’s changed I’ll have to do some testing and make sure I can support it.
If you want to prevent shading behind translucency there’s a parameter called Transparency Strength that controls how much the lines draw through. Typically for water I’ll set it to 0.1, but if you set it to 0.0 it’ll remove it completely.
Also, with the other issue you were having try double checking it as there’s about six or eight very similarly named functions.
These are the only parameters in the forward shader, which would control the transparency??
Messing with them, none of these parmas seem to effect the transparency strength , the opacity controls all the lines and none of the other options change it.
My bad, the forward shader doesn’t support separate translucency so there’s no translucent buffer to work with. Can’t be done, sorry about that.
I looked at the landscape custom render depth and it’s… weird. I’ll need to play with it for a while to get it going right.
Well ty for your quick responses and always getting back to me on my questions.
I screwed up and released a broken cel lighting update where some of the nodes had become disconnected. Sorry about that. The fix has just been submitted to Epic and should be approved soon.
In the meantime, if your characters are appearing unlit open BP_CelShaderComponent and make it look like this:
I have some exciting news to share. A large part of the Advanced Cel Shader will very shortly be free forever. I will update this post soon with a link to the new asset.
Owners of the existing Advanced Cel Shader Pack will continue to receive updates and support and development will continue on the Cel Lighting Model, which is not included in the free version. The paid version will also be reduced in price to reflect the narrowing of its focus.
For ease of use, the post-process shaders of the Advanced Cel Shader will soon only be found in the free version. To access the complete product add both marketplace assets to your project.
If you purchased the Advanced Cel Shader Pack during the month of November please contact Epic Marketplace Support for a full refund and free entitlement to the Cel Lighting Model. Drop me an email as well at [EMAIL=“justin@skull.co.nz”]justin@skull.co.nz and I’ll see that it is processed.
Thank you to everyone who bought the Advanced Cel Shader Pack and supported its development. Thank you to the developers who went all the way and released games using it. You guys have been my world for four years and helped realise a dream that began in 2009 when I created a convolution-based cel shader almost by accident. Keep coding and making awesome stuff. And thank you to Epic for making all of this possible every step of the way, you are the greatest.
Edit: here it is: Advanced Cel Shader Lite in Materials - UE Marketplace
Second round of exciting news!
As mentioned in the previous post I’m re-focusing on the Cel Lighting Model. A big update is in the works and I hope to be able to release it soon.
The update will feature a reworked configuration that uses look-up tables instead of mountains of scalar parameters. These LUTs will give you more precise control over how each surface is shaded, from specularity, to edge hardness, to fill light. Here’s a quick preview:
The look-up tables used in this video look like this:
https://i.imgur.com/6c9WfMn.png
Explained simply: the shader looks up along the table using the horizontal axis for light intensity. It then samples the luminance and saturation of the LUT and combines them with the diffuse colour of your original texture to shade your model.
The lighting model will also be switching from Unitless to Candelas.
There is more to come yet, but stay tuned!
Iam amazed by your work. Iam looking forward to it! Do you plan to get rid of the blueprint? I want to render a town in a cel shading look and i cant transform every small object into a blueprint. Thanks
Hey, i have small problem.
These strange lines on the floor. Any idea how to remove them? Imusing v2 cel shader.
Sometimes it’s a toss-up as to whether it’s actually just an editor-only artefact or not. Try a packaged build and if it still shows up start tweaking parameters. Look for things outside of the cel shader too, but mostly check that the parameters make sense and you’re not seeing a gigantic semi transparent outline.
Id didint work. And it disappear when i change to 0 depth analysis but then i have no outlines.
Depth Analysis should be a value between 1 and 1000 if I recall correctly. It has to do with the scale of your world.
There’s always going to be some bleed from depth, but if you send me a test scene that demos the issue I can try to figure out a workaround.
Hey, i didint expect so much from you, so im really greatfull. Respect!
Just a first person project with my settings of material
Cheers, I’ll take a look!
Thank you! Ah and imusing 4.20.3 UE