Hey, I’m also trying to do the same thing. What I’ve tried so far is getting the light vector manually from the primary light actor as a vector parameter… but this approach will require you to manually manage the light vector, which could be a pain depending on your scene. Another way is to try to compare the differences between the SceneTexture:BaseColor and SceneTexture:SceneColor in your post-process material, and try to derive the light intensity from there… This can give good result, but if your BaseColor is already fairly dark, it’ll be difficult to tell how much it has been darken…
If anyone has a better idea, please let share your thoughts.
Yep. I’ve tested on post process and it seems work. But. Since there is Exposure control feature it could be problematic without normalization.
And there is also some weird ghosting glitch appeared. -_-
Hey thanks that seems like an idea to start with. I am mostly using paper as a base colour, so pretty light (mostly white), so most of my shadows will be hatch shaded i guess.
I am mostly an animation artist, so for me the step into unreal is pretty recent. Which node would i use to compare the BaseCOLOR with the SceneColor? a DOT? could you post visual of a rough setup? anyway Ill start and figure it out by myself today first:) but any help would be great
Hey thanks thats a great starting point. indeed! How would I be able to add more shades? like different types of hatchings per blackness value?
I’m trying to get the highlighted parts pure white and the parts that are now completely black should be hatched in different intensities based on the light value… aarg. I am such a beginner. Thanks for all the help allready.
best example of what I am trying to achieve is this:
(I like the customisability in this, check it out!)