So I recently followed Dean Ashford’s tutorial to making a post process that would apply a cell shading look to every material on the scene (https://www.youtube.com/watch?v=_bpQoI5Xrx8), and it works wonders, as warned by him, there are some drawbacks, one of those include there not being the possibility to work with Emissive.
The problem arises when I want to use a skybox, since now I can’t use anything that uses emissive, how would I go about to add a sky that worked with this post process, I tried a basic color but the post process just applies the cell shade to that and it gets a nasty look, is there any way to make something emissive keep the look, but not use emissive?
So basically the question boils down to: can you make a Skybox without using emissive? And, can you make materials that are supposed to look emissive without using the emissive node?
Here’s how it looks with the post process on (with just a basic color applied to it):
The link is broken again. But yes, you can do that, see the bottom answer here: https://answers.unrealengine.com/que…-material.html
Basically just replace the CustomDepth node with the CustomStencil node or whatever it’s called and the bitmask stuff, then hook it up the same way.Or use an If node like in the answer.
And you’re comparing the stencil depth to normal scene depth? Can you show the blueprint?
Also, what happened to the original question about the topic with the skysphere and the cel shading? The link I posted was meant as a guide for using stencils, not the highlighting stuff. If you want to use it fine I guess, but it’s another topic.
Since you can’t see the images above, here’s the Material BP:
The skybox issue is fixed, I simply changed how the emissive worked, and went through another route that allows me to use whatever skybox I want but in return it doesn’t use any emissive (so I simply put a Sky Light into the level).