Tried 3 time, everytime got error:
Running windows10, is it the problem?
Tried 3 time, everytime got error:
Running windows10, is it the problem?
No, your file path is too long. Try putting the folder higher up in the chain to reduce the path length. For example, instead of having âC:UnrealDev/Projects/CelShadeTest/Unreal-Masterâ try having it as âC:UnrealDev/Unreal-Masterâ. I had the same problem and fixed it for me:P
wow its working now, really impressive!! how add dark outline?
You need a sepperate Post Process Outline Shader for that, which is not included in . Google it and you will find some examples you could try to make.
But as said, donât try to build your games in . Itâs made from the Master branch, which Epic are constantly making changes to and breaking stuff in the process. For example, I noticed that build of the Master branch doesnât save your input mappings under Project Settings propperly. So I just use to test my models and see how they look with awesome shader:) I really hope gets added to a future stable release of the Engine.
Ok thanks, in fact i want use for making background for my webcomic, so its perfect for now like
Looks like some more shader changes on master have made your PR unmergable. Wish someone from Epic would at least comment on your PR to give you an idea if theyâre thinking about it.
A quick look indicates that it should be a real easy fix to get it mergable again. Iâll do so as soon as I have a moment to spare.
Unlike a bug fix PR probably needs some dicussion internally so I wouldnât expect a decision too soon. Though a comment whether or not they are even considering it would be appreciated
Looks **** good. Iâve linked my unreal engine with my github account but itâs not allowing me to download, maybe it takes time.
Yeah, definitely. At least then youâd have an idea if itâs something you need to constantly maintain in a mergable manner. One of the changes removed the hard coded max number of shader models, so maybe theyâre looking into a way to have new models added more generically. Ideally they could do it in a way that you could be up on the Marketplace and make a few $ for the effort youâve put in.
Did you get an email from Epic and Github when you added it? If you did, the email from Github will have a link in it to join the team. If you got one from Epic and not Github then try just visiting Sign in to GitHub ¡ GitHub If youâve been invited itâll work and youâll join.
fantastic shader addition. Thank you Arnarge for implementing it. Iâve used it on my map and put some post process on top, had it working with the outline but think shader is so strong it looks better without it.
https://wwwâŚcom/watch?v=eaJAz9VceiI
am getting weird grass behaviour in build though, turns off if iâm not facing a particular quadrant of the world.
I had some funkiness in the build also with extra sets of shadows following my camera around (I could just pan, and shadows would move without models or light source moving). Iâm curious how much trouble it would be to integrate into a release branch so we arenât playing around with 4.11.x bugs.
Thank you for your work, modification is great! But i have a question. Is it possible to make custom toon-shader including lightwarp function for shader, using a ramp texture?
I did another rebase to fix the recent incompatibility with the master branch. The master branch is still kind of buggy though so the same warnings remain.
@mserana That looks awesome. Too awesome to be hidden behind a link. You can directly embed videos like : (click reply to see the code)
watch?v=eaJAz9VceiI
@axioma702 Not with shading model, no. You could add it as another shading model though and that is actually the kind of shading model that DanielW suggested on the first page of thread.
@axioma72 you can do something similar with [Tutorial - Gradient Fresnel for Cinematic Lighting in Unreal 4](TomLooman Gradient)
@arnage thanks, glad you liked it. thank you so much for making the shading model. excellent stuff. and thanks for the relink. looks better embedded.
Total noob here, sorry, trying to not use command lines, just get the overall idea, OSX, have Github & Unreal compiled and working now I would like to test out ArneBezuijen awesome shaderâŚ
So, I am supposed to do what? Clone ArneBezuijenâs reposotory? But⌠he has no public reposotory⌠how do I âdownloadâ the engine with the code you guys made?
Total noob with noone else to ask, have given up on Google, sorry & thanks
N00b here too, I just followed the tutorial on the ReadMe.md
Download : https://github.com/ArneBezuijen/UnrealEngine/tree/311cbebe313785b404731cf6c0f36bc20275ab9f
Then its standard compile/bulld in Visual Studio.
One thing Iâm trying to figure out is how to actually get it to workâŚ
Iâve got my material open, Iâve set it to the Toon shading model, but it looks exactly the same as the default litâŚ
Halp?
need toon blend to be set to 1 and then toon roughness will control how rough or sharp the banding will be and the toon step size will control the number of bands, so set toon blend to 1, toon roughness to 0 and toon step size to 0.3 and youâll see something
The default values are:
Toon Blend: 1.0
Toon Roughness 0.1
Toon Step size 1.0
Toon roughness defines how hard or soft the transition between the steps is. When set to 1.0 the steps will be fully blended together and it will indeed look like regular shading.
I hope the master branch gets a little more stable soon so I can finish my example map. (Kind of hard when you canât build lighting) That should help clarify these values.
Thanks a lot Construc_ - but how the H⌠did you get to that? I ended up here constantly:
And that appears like a dead end to me?!? (No link to https://github.com/ArneBezuijen/UnrealEngine/tree/311cbebe313785b404731cf6c0f36bc20275ab9f)
(Sorry for forking Cel shading talk, but I figure the next person stuck here would appreciate tip)