Yeah, that looks good, really decent outlines, but yellow/organ light on the wall is again too much black in the middle. Are there too much details that get all outlines so it looks like that? looks not really good so. The shading itself looks on this Demo still a bit too real than drawn (the reflection on the floor).
You can tune it to do whatever you need, such as flattening the PBR shading completely. In this case the reflections haven’t changed apart from adding the green tint - I’ll play with it a bit and see what i can do, but reflections more or less have to be as-is I think, since the DiffuseColor buffer just shows anything with a metallic component as black. I’m inclined to say that this is the right behaviour as you DO want metallic or specular surfaces to continue to behave the way they’re intended, and if you don’t want that, you lower the metallic or specular value of the material itself. I’ll try adding a posterization control to the reflected area - that may make it look less ‘real’.
You can control how much detail is traced and how strongly it’s traced, then finally how opaque the lines are and what colour is used, although anything apart from black looks odd in most cases.
You just gave me an idea for a preset though!
How about this? I added controls to lighten areas with specular or metallic surfaces independently. It makes them feel less real and more flat.
Here’s with the metallic areas lightened:
Just the specular areas lightened:
And both specular and metallic lightened a whole lot because it looks funky:
Also, something I’ve been meaning to do for a while: I’ve added more controls for the “Distant overbright” setting and renamed it “Colour grading”. You can now set a depth falloff and have independant colour and brightness for each area:
Yeah, good Ideas, like it.
But this disturb me on all of your Pics, have marked it red on left and right side:
It’s all black.
I’m looking into that too, I think it’s similar to the metallic/specular problem except there’s no buffer to use as a mask to allow the emissive surfaces to draw. But there’s another way of handling that.
would like to hear more about this too, I use a lot of emissive materials in my project.
In short, emissive materials are only in the PostProcess0 buffer and they often have an average component value greater than 1. I’ll have a crack at it now, that should be enough to allow them through.
Emissive light sources are back in! However, the center of the lights is still dark. This is because they’re emissive, but they’re not bright enough to exceed an average brightness of 1. I might just do something slightly different there…
As an added bonus, if they’re looking too dark, you can also amplify them:
As it also turns out, I was using the wrong buffer to source my flattened colours from. Oops. Flattening it now gradually blends in the BaseColour buffer like it was always meant to:
Hmm. I tried taking the maximum component and seeing if it exceeded 1.0 in case the other channels were pulling it down, but it’s not really picking up the gentle emissiveness. It did get the base colour being more representative of the original colour though. The key here is to make sure the auto-exposure in your post-process volume is limited down to between about 1 and 2, rather than the default of say 0 and 2. Cel shading likes predictable exposure. A default bias of about 1 is good as well.
Well, you can definitely add a lot of light and colour to the scene now. Still not 100% happy with how emissive surfaces came out but there might be something we can do with it later in a future update.
Yeah, but it get better and better with every update.
Oooooo … I like … I really like. I am going to play a bit tonight when I get back home from work. 8-}
Amazing stuff, when will be the release date? This might be essentially helpful for ppl who want to use UE4 to make an animation serie.
Thanks! We’re working towards a marketplace release now, but you can try the in-develoment version here: A different kind of cel shader - Work in Progress - Unreal Engine Forums
I was hoping someone better than me at montages would eventually use it to do some cut scene work, but yeah, UE would make an interesting and cool animation tool.
Stop teasing me and take my money, dammit! I have 500 bucks coming in next week and I need to get assets for a game I’ll be working on with the girlfriend. Good work AD, I appreciate the effort. Hope it’s profitable for you.
I know that feeling! Payday is new software and game dev tool day!
I highly recommend getting started now and buy it later anyway because you like me: https://github.com//CelShader
I plan on trying a fighting game of sorts, where there is a dynamically changing story that is influenced by real tournaments held by NPC’s in game. Imagine dragon ball z’s world tournament meets Mortal Kombat or Injustice, throw in a lot of quirky, cheeky dialog, and the ability to have create a fighter.
Anyway lots of fancy particles, shaders, characters, and lush environments will be on my list of things to get my hands on.
ON TOPIC: I really do plan on purchasing this pack though. Hopefully it gets put up on the market sometime around next Friday! I’ll gladly support you for this work :).
That sounds like fun. Attention to detail like that is what most games lack - a game is more than just a gameplay mechanic, it has to have fine detail. You’re on the right track!
If you have any suggestions for that sort of stuff, let me know! Also will you be putting anything else up on the marketplace at some point, or are your shaders it?