As an update the roadmap indicates that : Trello
is done in 4.17! Can’t wait!
As an update the roadmap indicates that : Trello
is done in 4.17! Can’t wait!
The support for such plugins is done. Whether Nate will provide as a plugin (for Windows, Android, OSX and forward rendering) is a big question.
Mark for later check
Hey everyone. I have a problem when trying to get the toon engine downloaded and set up.
Basically, I download the zip, unzip it, run the setup batch file, and then I click on ‘generateprojectfiles’ and it just hands on the image below.
The readme says it should only take less than a minute, but I have left open overnight and nothing happens. I have tried on the 4.14 branch and the 4.16 branch as well, and I get the same thing. Does anyone know how I can go about fixing ?
Ended up giving up on the new features added with 4.16 so here I am again asking if you’re going to update it to 4.16.2 ^^’ I saw your last update is from the beggining of june and 4.16.2 released at the end of june so I’m guessing it’s not updated yet ?
Sorry for bothering you again with .
Hi , I just updated 4.16-release-toon to 4.16.2 now, get it here: https://github.com/marynate/UnrealEngine/tree/4.16-release-toon
@Nate Oh man, thank you very much!
Since the 4.17 preview is now out, do you have any plans for testing the toon shader as a pure .usf shader?
Hi sir total noob here. I tried building the 4.16-release-toon in vs 2017 but it has problems with the Oculus Plugin. What should I do
Now that 4.17 is already available, are there plans to make a port of in a plugin?
Hey Nate, Since UE4 now has plugin support for shaders, is there any chance that you could possibly convert the toon shader to be a UE4 plugin, considering as it will probably work with Binary builds from the Epic Games Launcher, and shouldn’t require an entire fork of UE4 on Github to use?
For those hoping for a 4.17 plugin: don’t hold your breath. I looked into it, but it seems impossible for a plugin-based shader to interact with the material editor. is fine for a post process shader such as the one they use as an example of the feature, but makes implementing new shading models as a plugin still impossible.
At least that is what I gathered from my investigation into 4.17, so maybe someone can prove me wrong.
Guess we’re gonna have to keep building from source, then.
That’s a bit disappointing, but not the end of the world i guess. There’s still people who know what they are doing making new versions of the shading model for the latest engine versions, and hell: there’s still a small chance of Epic incorporating it in to the official build! (maybe?)
But I’m having an issue at the moment on the 4.16 version. The direct lighting looks fine, the highlights look fine, but you can clearly see that the indirect lighting is still shaded smoothly:
As stated in that reply you quoted you have to add your own indirect lighting if you want something flat. Setting the AO to 0 simply removes Unreal’s smooth indirect lighting. There is no concept of a classic flat ambient light in Unreal so the easiest way to add flat lighting is to add it to your emissive slot.
Thanks for awesome shader, was trying forever to build my own but kept running into problems.
One question; is there any way to flatten the outer, soft part of a point light? can be seen best on a material with a Toon Step Size of 1:
is exactly what I need. Thanks for providing the PR to compare changes!
To achieve that you would have to edit the falloff of the lights themselves, that is not defined by the material on the surface or its shading model.
I’m not a programmer, so a totally noob in these parts. But I’m using blueprint for my game and I need these. Can anyone please tell me step-by-step how to achieve in latest Unreal Engine 4.17
After a ton of trial and error I finally managed to get the source built and everything running but now every time I try to edit a material Unreal Engine is crashing and giving me error:
Assertion failed: IsInGameThread()
File: [C:\ UnrealEngine-4.16-toon\Engine\Source\Runtime\ShaderCore\Private\Shader.cpp][Line: 551]
Has anyone run into before and any suggestions on how I would go about fixing ?