Any chance getting an update for 4.17.1 ?
Cheers <3
Any chance getting an update for 4.17.1 ?
Cheers <3
I took a look at last night and merged the changes into 4.17.1 release. Hopefully all good here.
https://github.com/JSEM100/UnrealEngine/tree/4.17.1-release-toon
Oh hey look at that I didnāt notice Nate had added an updated branch here for 4.17: https://github.com/marynate/UnrealEnā¦7-release-toon
Oops.
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 āShading Modelā drop down in the material editor isnāt showing the toon option. I have an earlier 4.14 version that a friend built for me before, so Iām pretty sure Iām 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, itās such an awesome option to have⦠wish there was more I could do to help. Too bad Epic wonāt just support it.
Are you sure youāve built the correct branch (4.17.1-release-toon)?
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. Hereās a video https://wwwā¦com/watch?v=mBbpā¦ature=youtu.be
Edit: We had forward shading on and deferred turned off. Stupid mistake. Iām going to leave here in case anyone runs into the same issue.
Hello ! and nice work !
The self shadow and the cast is not working ? I mean, itās very blur like a basic Shadow
I found Toon Step Size is basicly fixed in my project.So I change
GBuffer.CustomData.z = clamp(GetMaterialCustomData2(MaterialParameters), 0.001, 1);
to
GBuffer.CustomData.z = 1;
GBuffer.CustomData.a = GetMaterialCustomData2(MaterialParameters);
and that give me a chance to paint sobel inner line manualy.
The next step I think is Stylized anisotropic specular.(and thatās hard)
Does anyone have any idea about ?
Most of the cel-shader stuff Iāve tried so far was a hack or used PP. Tried the latest UE4 livestream toon shader, too, but I didnāt 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 Unityā¦
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, .Iāll look into converting it for use with 4.19.
Anyone know if itās possible to use a CLUT with the shading levels/steps?
Cel shading is one of my favorite styles. Keep up the good work!
Any chance of a 4.18 version of ?
[ATTACH=]{ādata-alignā:ānoneā,ādata-sizeā:āfullā,ādata-tempidā:ātemp_127644_1516689207092_723ā,ātitleā:āToon.pngā}[/ATTACH]
Stylized anisotropic specular Archivedļ¼And I moved ToonShading settings to a custom output node so itās much easier to integrate.
[ATTACH=]{ādata-alignā:ānoneā,ādata-sizeā:āfullā,ādata-tempidā:ātemp_127645_1516689476895_327ā,ātitleā:āToon2.pngā}[/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)
Edit: Below linked 4.18 version works!
Hey brisck1! I havenāt tested it yet, but it (at least) looks like Nate was working on it:
https://github.com/marynate/UnrealEnā¦8-release-toon
Iām not sure if itās 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, Iād 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.
Iām getting some error, the toon shader model is there, but when I right mouse click on the asset browser, I got error:
Iām using the @Nate 4.18-release toon version.
https://github.com/marynate/UnrealEnā¦8-release-toon
Anyone have same problem too??
Edit: Okay, now its working, cause the VS2017 was using the VS2015 -_- ā¦
I also have tried @MountainCow branch 4.18.2-release-toon and got the same error. https://github.com/JSEM100/UnrealEngine/tree/4.18.2-release-toon
When I try to follow the link it just takes me to a 404 page not found⦠where can i download shader?
@Rudrode, u have to link your git account with UE git.
https://answers.unrealengine.com/queā¦-with-ue4.html
Great stuff @Arnage, hereās my initial test. Definietly like solution more compared to all those post process blends, will be adding custom outline through post process though.
watch?v=VU9gq2T9xzo
Aaaand, an outline.
Thatās 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 canāt 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?