Working on look dev for an animated film.
I would like to give shadows on certain objects a different texture (in the long run, a sort of stipple look). So there’s a sort of base color/texture, then using a shadow mask, a Shadow texture.
(obviously it’s super duper ugly currently, just trying to find the workflow right now)
I’ve seen this asked a LOT and there hasn’t been an answer but maybe there’s an alt approach…
Recognizing the challenges involved in using shadow/light information in materials that aren’t Post Process (unless there are new developments there??), I’m wondering if there’s a way to have specific objects use different materials based on a shadow mask.
Maybe a simpler way of asking:
- can a material (or even PPM) have different attributes (color, e.g.) based on a mask generated by lighting/shadows?
Assuming that isn’t possible…
An alternate would be - is there a way using Render Layer Passes to have a material override so I could render out a pass using one set of materials, but then render out a second pass (for use in compositing) that uses a different set of materials without having to somehow manually duplicate the level and change materials on all the objects.
I’d prefer to do it realtime vs compositing together later, thinking there may be a little more experimenting I could do with the effect in engine with how the texture is being wrapped around objects, and maybe with some world position offset stuff, but if it can ONLY be done after-the-fact, then so be it.
Anyone have any thoughts/ suggestions?
(the hatching is currently based on https://www.youtube.com/@HepnerKamil nice tutorial! But it will not end up using this exact look)