Thanks. I’ll try it out.
For those interested in digging deeper into convincing 2D from 3D, here’s a great talk from a guilty gear dev on the subject: https://www…com/watch?v=yhGjCzxJV3E
Thanks for the link . Was able to learn some interesting points . It turns out the guilty gear pipeline is something extremely hard to pull off . Shader alone is not enough .
That GG GDC Video… how could I forget that? I already now it since it came out, but I totally forget it… or better, I recognized that I know such a video, but I forget the name of the game (never watched the GG Anime, but I know it was a popular one). ^^
It’s simply one of the best 3D 2D Anime Art, no Question, and it seams it would be a good standard.
I think the best would be a new thread about analysing and recreate technique with UE4 as best as possible, when nobody have done before. GG itself was made with an older UE version (or only the PC version that is out since 3 weeks? It shows a red UE logo without a number).
Shader wise the diferences are that guilty gear includes a way to offset the treshold of the lightning and to decide unshaded color of each material , since the shading model already reuses inputs the offset could be coupled with ambient oclusion , and the unshaded color tint with subsurface color.
In regards to balmungs question , the original gg uses ue3 , and recently thread has been focusing on people trying to imitate the game
UE4 or UE3 does not matter, is shader technique, can be applied to both and practically to any 3D engine that use shaders (atleast SM3.0?)
By the way, I’ve been asking around about how to write shaders for UE4 ever since the engine was first publicly released, and never got any answer. I wish there was just ONE clear, simple “Hello World” example of it somewhere. Does anyone know anything about that? There are things you simply can’t do with the node editor and [to my knowledge] proper toon shading is one of them
oh , i forgot to ask , does anybody has any idea how GG managed to use vertex color , but with textures for color lookup? (did they some uv unvraping trick)?
I think it could be useful for some sort of pseudo parametrized colors.
looks amazing, good work! I need to spend some time really looking over. UE4 needs a good toon shader, hopefully sets the bar for what gets integrated into Unreal.
Basically the way the UV maps worked was, the color changes were arranged in boxes, and any place that needed an inner line was outlined in black, aligned along the x or y axis. The UVs were split along the areas where there were color changes or where there were inner lines (imagine if you drew a line around your bicep. Verts above that would be in one box, verts below in another). I think the textures were basically just a glorified lookup table, with a little bit of logic like a line threshold when a vert was below a line or somesuch. I found a Japanese article a ways back with tons of screenshots: 画像集/西川善司の「試験に出るゲームグラフィックス」(1)「GUILTY GEAR Xrd -SIGN-」で実現された「アニメにしか見えないリアルタイム3Dグラフィックス」の秘密,前編 if you look at that one and the others of Sol, you can get a good idea of how they did it, and a bunch of other stuff.
So happy with that you can share your toon shading engine and Can i use engine to make my game project?
He’s already shared it on github here. You need a github account that is linked to your unreal account to view it. And you also need to know how to modify and build the source code of unreal. Once you can do all that you are good to go:)
Quick Question, to use Branch, do I need to have compiled vanilla UE4? Or is a complete fork?
is a beautiful shader, thanks so much!
It’s a complete fork, but the directions from Unreal’s wiki about how to set up their source and stuff still apply.
Thanks a lot for source! Looks great.
Hi
I tried all GitHub links shown in thread [FONT=Arial Black]
Why the 404 page
I’m logged in my GitHub account, But anyway, 404, 404, 404… And all accounts say there is no user activity.
So I can not download it to test here!
is already integrated into the Unreal Engine? for cause has disappeared here in the forum? 。◕_◕,。
Regards
╰☆╮
It’s still there, so if you still get 404 after logging into github the issue is with your account.
Did you properly link your UE4 and github accounts? As long as you have access to the main UE4 github repository you should be able to access my pull request, so it might be worth testing that first.
Thanks
sorry for the inconvenience
I have accessed GitHub svn service only at the time that Unreal Engine 4 was needed be compiled localy. And yet did not there were the convenience in the Epic’s Launcher for updating automatically with pre compiled versions. So I shut down my GitHub account for a while because I’m a character artist and animator, not a programmer.
So I went looking for [FONT=Arial Black]instructions about how to link my free Git account with Epic Account.
[FONT=Arial Black]Unreal Engine on GitHub](Unreal Engine on GitHub)
I forgot that it is a [FONT=Arial Black]private account. Paid by Epic! Then I noticed a small detail in my user profile in my profile in Epic’s accout settings!, A field called “[FONT=Arial Black]GitHub ACCOUNT NAME” to be filled with my GitHub user account name!
And now I can access correctly!
Regards
[FONT=Arial Black]ツ
Any news on a 4.11 Port of the Toon Shading Model?
Any news on a 4.11 Port of the Toon Shading Model? I would like to use the latest version of the engine, but there is no version of shader that is compatible with 4.11. Thanks if you can reply!
@Bryciekai, will push 4.11 and 4.12 (master branch) port soon ( waiting for my network connection issue fixed )