Can someone explain how to get shadows like how link’s head is casting a shadow on his arm?
I’ve built the 4.12 version of shading model and after changing all my materials to use it, none of them seem to self shadow or cast shadows onto other objects :S
How does pack compare to your method, Arnage?
https://www…com/watch?v=Zzt-83cgok8
https://www…com/watch?v=Zzt-83cgok8 (In case video embeding doesn’t work)
That’s bit of a different approach. Based on that movie my guess is that the main differences are:
- No custom shading model, instead it seems like they fake the shading by passing the main light parameters directly to the shader
- requires no engine modification
- The number of influencing lights are limited compared to a shading model implementation
- includes an outline post process, something you’d have to add yourself if you use my shading model implementation
- comes with a bunch of extended options included, (such as rim lighting) nothing to complex to add yourself, but nice to have ready made
So all in all their implementation is a lot easier and more plug and play at the expense of some versatility.
Any news on a 4.12 Port of the Toon Shading Model?
Hey there, Arnage! I have been using your toon shader on our mobile game and it has been working great so far!
Now that we are testing different devices, a snag has come up, however.
We did an iOS with ‘Metal’ enabled build which works fine on our iPhone6s, but is the result on older devices like iPad4:
(ignore the untextured landscape, that’s an unrelated problem)
If we disable ‘Metal’ for the build, we get the same result, even on iPhone6s
Are you planning to fully support OpenGL ES2 rendering on iOS? Everything is working correctly on Android side!
Hmm. Looks interesting… when I build it, however, it gets to 45% on opening the editor and hangs. Does it get beyond that?
I tried to build 4.12 integration posted in the forum thread, https://github.com/marynate/UnrealEngine/tree/4.12-toon by hilbrunner but when I try to select the toon shader in the Shading Model I can’t find it.
Can somebody help me?
For anyone who interested, I just pushed 4.13 port to my github repo: https://github.com/marynate/UnrealEngine/tree/4.13-toon
Have fun!
Awesome! We were thinking of moving to 4.13 so is great!
thank you so much, I’ll try as soon as I go home!
looks amazing I wish it was native in unreal 4.
Is compatible with all platforms across the board (even consoles)?
Is it any more or less costly than the standard lighting model?
Are there any bugs currently that would stop developers from using in a professional production?
cant wait to give it a try.
Thank you!
Wow that’s looks really good, but looks like git hub repo is down
Hey, Awesome work.
Question tho, In the last build, building light maps fails? Is that cause I did something wrong or has anyone else the same problem?
Hi, I installed everything and the editor is starting fine, but when i try to select the toon shading model I can’t find it. Did i do something wrong?
Would love to know more about these questions as well.
It seems like a great thing to get integrated into the mainline, but I understand it is a niche interest.
Nice!
watch?v=j1_6ctQc72I
How do you integrate into the engine, I want also into the engine
https://forums.unrealengine.com/showthread.php?57376-Dynamic-gravity-for-characters
Basically the process is that you cherry-pick the commits from the pull request, and fixing any errors when compiling. It’s not hard but takeing time.
4.14 port :D? It released today.