MountainCow, I was finally able to get your 4.17.1 to build (Artist brain here so was a big deal! Much googling was involved). After getting it up and running, the “Shading Model” drop down in the material editor isn’t showing the toon option. I have an earlier 4.14 version that a friend built for me before, so I’m pretty sure I’m looking in the right spot, any thoughts? Should I just go with the 4.17 version?
Thanks for putting it up regardless! Gotta keep thing alive, it’s such an awesome option to have… wish there was more I could do to help. Too bad Epic won’t just support it.
We are getting a lighting bug in 4.17.2. Shadows are not working, and when the camera gets close to objects a strange shadow shape appears. Here’s a video https://www…com/watch?v=mBbp…ature=youtu.be
Edit: We had forward shading on and deferred turned off. Stupid mistake. I’m going to leave here in case anyone runs into the same issue.
and that give me a chance to paint sobel inner line manualy.
The next step I think is Stylized anisotropic specular.(and that’s hard)
Does anyone have any idea about ?
Most of the cel-shader stuff I’ve tried so far was a hack or used PP. Tried the latest UE4 livestream toon shader, too, but I didn’t like the results. Spent a couple weeks looking for good methods of achieving cel-shaded effect and started to come to the conclusion that cel-shading is more easily done in Unity…
I really like how one looks though, so want to give it a try.
Thank you so much for shader model. And thanks Nate for making making a 4.17 version for it.
Once I get a little more familiar with it, .I’ll look into converting it for use with 4.19.
Anyone know if it’s possible to use a CLUT with the shading levels/steps?
[ATTACH=]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_127644_1516689207092_723”,“title”:“Toon.png”}[/ATTACH]
Stylized anisotropic specular Archived!And I moved ToonShading settings to a custom output node so it’s much easier to integrate.
[ATTACH=]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_127645_1516689476895_327”,“title”:“Toon2.png”}[/ATTACH]
Just copy and paste MaterialExpressionClearCoatNormalCustomOutput.h and make some changes to generate my own function.
Another feature I did was NoL offset.That makes offset part of mat more likely to be in shadow.
float NoLS = NoL+(CustomData.y - 1);
And now … run out of CustomData.
CustomData.x --blend
CustomData.y --NoL Offset
CustomData.z --Alpha for Sobel inner line
CustomData.a --not used yet(Opacity use it)
I’m not sure if it’s done yet or not, though I do know I was able to install and run the** 4.17-release-toon** version without any noticeable problems.
(If the name is any indication of its status, I’d assume the 4.18 version is already ready.)
another custom output node added.
CustomNormal node make it possible to overwrite GBuffer.WorldNormal in material editor.So no more 3rd party normal editing tool like XSI was needed anymore.
Great stuff @Arnage, here’s my initial test. Definietly like solution more compared to all those post process blends, will be adding custom outline through post process though.
That’s really interesting. Is it pointing all the normals straight up to achieve that effect?
To skip the external normal editing is something that would be fantastic for the toon shader which is why I can’t help but ask - will you be sharing your custom stuff under the MIT licence for others to use, maybe allow it to be put into the main toon shader engine builds?
effect is achieved by changing the normal direction to spherical (the center of the sphere is at a fairly low position). Because is not a personal project, I do not have the right to share technical details.
But the basic idea I mentioned earlier is:
Copy and paste the MaterialExpressionClearCoatNormalCustomOutput.h and change it to your own custom node.
shader side you modify Engine/Shaders/Private/ShadingModelsMaterial.ush