Toon/Cel Shading - Materials or Post Processing.

Hello, greetings!

I am very new to this platform and to coding, design and modeling overall(I am trying to dip in all of it), and as I am pushing forward, I was wondering about textures and shading.

I am particularly interested in going for Cel/Toon shading and while there is alot of learning material out there, I could not find some information (possibly limited by my vocabulary in this field). I can see many tutorials on creating aforementioned materials to be applied on assets AND some of them are on creating post process volume to change the shading for the whole level instead.

Currently I was succesful with post processing way, applying only basic colors through materials in blender and exporting the models to UE5.

Which way is the correct way - shading through materials or shading through post proces?? Maybe both should be done? I may be missing even more information than I expect…

Any help or info is appreciated in advance.

V.

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The thing is, it’s really up to you, there is no fixed way.

If you have a fairly extensive PP, you can’t see the materials anyway.

But, you might want to go for a combination of both.

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Hey there @Konstipus! Welcome to the community! Most ways to do something are based on your use case. However, if you’re trying to make the entire game the same Unlit/Cell shaded way, a master material that all normal materials derive from would do the job fine. Post processing materials can be a bit more expensive (depending on how you use them), but if it’s everything being just cel-shaded it wouldn’t be too much difference stemming from one material/shader.

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I believe this post was supposed to be “discussion” now… Anyways thank You for the answer :slight_smile:

With time I will definitely try that. Thank You!

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