Toon shading model

https://github.com/SaimonMa/UnrealEngine

guy did it even better.

Could you elaborate please ? I’m not entirely sure which engine version that is nor what is better compared to previous 4.19 integrations.

4.20 branch have :Toon \ Skin toon \ Hair Toon \ Toon Anisotropic

https://forums.unrealengine.com/development-discussion/rendering/1537277-toon-shading-models-stylized-rendering-experiments

@IOchair
I built the latest version on his repo and it’s unusable, because the editor frame rate is less than 1 fps.
Did you make any additional changes to make it usable?

Update: After building, and creating a project it has to compile all the shaders. That’s normal. However, after shaders have finished compiling, if I close the editor and relaunch the project, it rebuilds the shaders all over again. That’s not normal. Do you know what might be wrong?

**Update2: **Thanks to a hint from Doomfest (creator of the toonshader build IOchair linked) I found the reason for the laggy/unusable build. Totally my fault.
I linked my UE4 installs to a different directory. Apparently doing that makes it so a derived data cache folder can’t be created or found (looks like in the BaseEngine.ini Path=…/…/…/Engine/DerivedDataCache ) . That would explain why everything is 1 fps. I went into the that ini, located here <ToonshaderModelsEngine_name>\Engine\Config\BaseEngine.ini, and specified a custom DDC folder under [DerivedDataBackendGraph] section like : Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=I:\Unreal\DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath, EditorOverrideSetting=LocalDerivedDataCache) and that fixed it.

Finally posting in here. Thank you to everyone who’s been porting over to the newer engine builds for a while, I’m an artist so just doing an engine build makes me feel like hackerman.

Just wanted to say I’ve successfully built/done some testing with the Doomfest/SaimonMa version and it is pretty rad but with a few serious caveats. It’s new, so I’m going to be posting some stuff in that thread to see what the likelihood of getting those fixed will be.

  • Shadows from the CSM (sun) when cast on to toon-shaded surfaces is blocky and diminished. It’s a similar look to a 1-bit alpha transparency with the threshold cranked down
  • Inverse-square point lights cause a graphical bug, so need to be set to linear. I’m a lighting artist by trade so it’s a big deal to me, but YMMV!

Going to rebuild the latest version from the MaryNate version (from thread) and try and get some good A/B comparisons for folks here.

Thanks for sharing. Looking forward to your comparison.
BTW, MaryNate version only support 4.19 AFAIK.

Hey everyone, I’m one of the creators of Ira. We’ve used the toon shader model for a long time but wanted to move over to a system that use the base engine. Over the last few years I’ve been developing a way to do everything the Toon shader model does but natively.

After a lot of work I’ve recreated the toon shader model via post process in a way that I have not seen anyone do before. It does everything the Toon shader model does with some minor limitations, and I’ve overcome the major road blocks. Such as lack of fog, bloom, multiple shading models on screen at once, and multiple colored light contributions. I’ve even tied it all into a visual style actor that makes things very easy to implement and use. Basically all the main things that stopped us from using the post process route in the past have been overcome. I’d like to offer my system on the UE4 asset store and I was wondering if any would be interested in such an asset? I just know there are a lot of people like us out there that need the toon shaders functionality, but don’t want to compile a custom engine build, worry about future support down the road, or have to deal with hacky material systems that are hard to use / are full of limitations. I’m open to hear people’s thoughts or questions on .

Here are some pictures of the shader in action.

2 Likes

Looking sweet. If it works natively and supports most standard rendering features, offers ink outlines (or work with any decent existing ink outline assets from the Marketplace), works in VR (mobile and desktop), works with forward shading - it will be on my immediate ā€œto-buyā€ list !!!

Yes to all of those things except I have not done any tests with forward rendering. I’ll add that to my list though.

looks awesome if it was cheap like under 30 bucks I would buy it for sure

Thanks for the input. I’ll keep that in mind :).

Sorry about question but it is possible to update on 4.21 ?? Thank you…

YES!! I’d buy on an instant! When can we expect to be available?

Please don’t race to the bottom. Sell it at what you think it worth.

When are you planning to realese it? I’'m itching to try! Will forward rendering work with ?

Hey everyone. It’s about the time again to ask for a new engine version, but doubley important because I’m making a mobile game and the Google Play console requires you to build using API 26 which requires Unreal 4.21 or higher

Sorry I didn’t see post. Forward rendering is a no go currently. I probably wont have available until after Ira launches.

Is it a technical reason or something else ?

Hey everyone,

I made a previous comment about android, and while I wait for a 4.21 + build, I am still working on my game. I upversioned to the 4.18 build, and I am now getting error on the toon material

As you can see, I don’t even have anything plugged into the shader and I’m still getting the issue, but I get the same issue when things are plugged in as well. The error implies something is wrong on the engine side? I’m not an engine programmer so I’m not sure and would appreciate any form of help as it doesn’t seem like too big an issue and I just lack the knowledge to fix it.

I would like to add is only a problem when it comes to android builds, which is what my game is on. Every previous version of the toon shader worked fine on android until now.

is 4.22 available yet? tried using kusogaki version on 4.22 and I keep getting error?

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