I have figured out the material art style I want for my game. I used Blender’s shader and composition nodes to make it. I don’t see a way to replicate the exact style in UE using a filter or addon. My game will be a 2.5D style. I know the materials ans shaders can be exported from Blender to UE, but this style is mostly created from Blender’s compositor nodes during rendering. How can I or what would be the best way to transfer this look from Blender to UE? I don’t think there is a way to bake composition outputs. If these this object were one of the 2D objects then I could render it and just use that as a 2D object. But I’m trying to figure out how to do this for the 3D objects in the scenery like the pillar in the image. I have a before and after compositing in the image. Anyone have an idea how to transfer this style over to UE for my 3D objects?
Hello there @kmcguir!
Yeah, this is a tricky one. The answer would be that UE has no method to incorporate blender’s composition nodes, so the approach here would be to re-construct your artstyle inside UEm using it’s closest equivalent, post processing materials.
You can bring over your texture maps (albedo, rough, normals, etc), as long as they are image based, but you will beed to rebuild your materials inside UE’s editor, and reconnect all the relevant maps.
The approach I would suggest here, is to bake every required maps, and any custom masks you are using for the stylized look, and export the mesh with said baked textures. UE will create the default materials, that’s where you work with the editor to rebuild your shading and stylization effects, using post process effects, custom depth, outlines, etc.
The community has documentation related to post process materials, and how to implement them, here:
You also check the guide below on how to transfer elements from Blender to Unreal, and how to transfer the node’s logic (the user was working with toon shaders, but it should still work as an example):
Export from Blender to Import into Unreal Engine 5 (Materials and Textures)
Thanks for the response. Yeah, I figured it would be difficult. I’ve looked at some kuwahara filters and hand sketch addons in UE, but I don’t think they’ll be able to replicate this exact look.
