Can I ask what’s the status on integrating in the official branch of the engine? I’ve looked at the code and it seems to be nothing more than an editor extension to display the “toon” shading model in the material editor and a “if SHADINGMODELID_TOON” somewhere in ShadingModels.usf…
Well, it’s a little bit more than that, but what I’m saying is it’s a relatively small amount of code with relatively low risks and it’s fairly easy to check/review for an Epic dev. I don’t think it would even take them more than a couple of days to redo it all from scratch. Whoever just added the eye and hair shading models in 4.11 would certainly know exactly what to do to quickly add
So what’s preventing from being added to the engine? Why is it taking so long?
Hey Nate,
code noob here but looks like that’s the entire 4.11 engine with the added toon shader, nice easy to install and compile for us less code savvy people. Wondering though, does downloading and compiling that branch lock you to that specific version, not being able to download patches and hotfixes in the future?
I always update 4.11-toon branch on top of latest 4.11 branch, upside is it includes all latest 4.11 hot-fixes (4.11.2 now), downside is that it might not be as “stable” as official hot-fix release version.
I’m on Nate’s 4.11.2 build of UE4 w/ toon shader, and I’m running into some difficulty replicating some of the effects. The first image posted had these looks:
No matter what I do, all of my models looks like the “Flat direct combined with smooth indirect light” image, while I’m shooting for Flattened or Stepped lighting. Is a material setting or a lightmass setting? Any ideas on ?
You send a private message with the same question, did you not get my reply? Anyway, might be interesting for others too, so here it is again:
I tried to use the regular UE4 material workflow as much as possible, so to get rid of the smooth indirect lighting you can simply set Ambient occlusion to zero. blocks all indirect lighting without influencing the direct lighting, as it would on regular materials. You can then add your own flat secondary lighting to the emissive slot.
I don’t see why it wouldn’t work from a technical point of view. Artistically it might be hard to combine the two in the sense that flat continuous toon shaded surfaces would probably make it harder to hide lighting artifacts and thus require very high vxgi settings to get nice and smooth results.
To combine them it’s probably easiest to start with the vxgi branch, as their changes are much more extensive and then integrate the toon shading changes into your own custom branch.
Hi, though I would post here. I used’s toon shader in a game I made for my final exam. We had two months to create a project so I decided to make a small game prototype with a few classmates.
Is there a particular reason that Epic have not fulfilled pull request considering that it’s been available since 2015? I mean, Arnage literally did all the work for them, and people REALLY want a toon shader integrated into the engine.
Hey! Thank you very much for shader! It fits perfectly well in our project .
I have one question, is there any way I can use the ue4 + toon shader branch with the latest changes from master branch?
EDIT: After checking a bit more the ue4 + toon shader branch, i guess branch is also up to date no?
When i build the project (after performing setup and GenerateProjectFiles) i get 188 errors.
Im quite new with the source code, so i probably messed something up.
Can someone briefly explain to me how do i need to set shader?