Toon shading model

…Oh, well that seems obvious now. I was treating the toon roughness like a ‘sharpness’ rather than the exact opposite of that.
Works perfectly now :slight_smile:

Well considering being able to get to the toon shader is a pretty important aspect of using it, i don’t think you need to apologize for that :stuck_out_tongue:
It’s just the comment by on page 2 (as it says right at the top of the first post on page 1) that links directly to it:

No dude, I must be going really crazy here.
There is a link to:
https://github.com/EpicGames/UnrealEngine/pull/1552

I’m sure there is a huge green blinking link that I do not see, but I do not see it, how did you find :
https://github.com/ArneBezuijen/UnrealEngine/tree/311cbebe313785b404731cf6c0f36bc20275ab9f
I must be the dumbest noob on the planet!?!


tumblr_nvzxghWG2o1tsodnno1_1280.png



…That’s how I did it anyway :slight_smile:

Wow… ‘Commits’ …lingo… wow… thank you a lot for taking your time to cut it out in paper for me Construc_ :slight_smile:

Is somehow branched for Windows only?

Hi there, I’m on OSX (Mac)

I can download zip, and build, compile, run with no problems:
https://github.com/EpicGames/UnrealEngine

But :
https://github.com/ArneBezuijen/UnrealEngine/tree/311cbebe313785b404731cf6c0f36bc20275ab9f
Leaves me with errors when I come to GenerateProjectFiles.command

  • and I’m stuck, stuck, stuck. Hmm.

I’m a total noob with GitHub, sorry, but I have tried for hours and hours and hours: Downloading both, mixing, merging… no luck, I always end up with variations of the error message below, any hint of how to compile the Cel Shader version on Mac would be highly appreciated, thanks:

*** Error message from Cel Shader version:

Setting up Unreal Engine 4 project files…

Setting up Mono
Generating data for project indexing… 0%ERROR: Unable to instantiate instance of ‘WebBrowser’ object type from compiled assembly ‘UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’. Unreal Build Tool creates an instance of your module’s ‘Rules’ object in order to find out about your module’s requirements. The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. —> System.IO.DirectoryNotFoundException: Directory ‘…/…/Engine/Binaries/Mac/UnrealCEFSubProcess.app’ not found.
at System.IO.Directory.ValidateDirectoryListing (System.String path, System.String searchPattern, System.Boolean& stop) [0x00000] in <filename unknown>:0
at System.IO.Directory+<EnumerateKind>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
at WebBrowser…ctor (UnrealBuildTool.TargetInfo Target) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (System.Reflection.MonoCMethod,object,object],System.Exception&)
at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object] parameters) [0x00000] in <filename unknown>:0
— End of inner exception stack trace —
at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object] parameters) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.DoInvoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object] args, System.Globalization.CultureInfo culture, System.Object] activationAttributes) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, System.Object] args, System.Object] activationAttributes) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, System.Object] args) [0x00000] in <filename unknown>:0
at UnrealBuildTool.RulesAssembly.CreateModuleRules (System.String ModuleName, UnrealBuildTool.TargetInfo Target, UnrealBuildTool.FileReference& ModuleFileName) [0x00000] in <filename unknown>:0

logout

*** Compared to Success from original Epic Games version, when executing GenerateProjectFiles.command:

Setting up Mono
Generating data for project indexing… 100%
Generating project file…
Found 35 targets!
Saving updated project file…
logout


Can any one with understanding tell me what the issue is?

Thank you very, very much :slight_smile:

Hmm, I don’t have a Mac myself, but as far as I know I didn’t touch any platform specific code.

When you successfully built the Epic branch, was that the master branch as well? As that is the branch that is closest to the toon shading one.

Thanks for returning to me :slight_smile:
Yer, I can basically build any of the official releases.

OBSERVATIONS:

UnrealEngine-311cbebe313785b404731cf6c0f36bc20275ab9f.zip
187.8 MB

UnrealEngine-master.zip:
193.9 MB

So, it appears that you have removed some 6.1 MB data… (in reality probably a lot more since is the zipped files being compared) Is on purpose?

Executing Setup.Command, time before done:
Official Master: Approximately 15 minutes
Your cel shaded: Approximately 1 minute


NOOB CONCLUSIONS:

In your branch something is already run (probably at least Setup…bat) and then you have ‘uploaded’ (need Github lingo).
I conclude , because:
A) The difference in file size (when you run Setup.bat all files not needed by your Windows system are removed)
B) The significant less time it takes to finish Setup.command (=Setup.bat on your system) on your version indicates to me that most of the files / dirs listed in Setup.sh are already made, so system is skipping them.


NOOB QUESTION:
Can you say for sure that you have never run Setup.bat and or GenerateProjectFiles.bat within that same folder as you are ‘uploading’ to Github?
(Because I think one should never do that as far as I understand how all works)

Thanks a lot! :slight_smile:

I think you are indeed misunderstanding how Github works. I am not committing any built files or anything related to the stuff those batch files generate. You can look at page to see exactly what files are edited in the pull request to see for yourself.

On a unrelated note: While looking at that page I did notice I left a merge conflict in one of the files after my last rebase… As recent changes from Epic again broke the integration of the PR I’ll try to do another update soon to fix that and make it merge-able again.

If someone from epic reads : could you comment on whether it is important for you that I continuously try to keep the PR merge-able or could you, for example, notify me to do an update when you get around to considering specific PR. It seems like some of the code PR is close to is constantly getting updated, so it is hard for me to keep up.

Thanks a lot - also for hinting Github, I have things to learn :wink:

And… it turns out, that now I cannot compile Master branch either :confused:

Please forgive all the talks about my little ‘trying to get it work here’, but it’s rather important forme to get Cel shading on Unreal, and your project appears to be by far the most optimal solution, so:

**Is there any way of using your Cel shading technology on something like the Released branch, currently? **

Thank you, thank you, thank you :slight_smile:

If you are running into errors compiling, maybe try rebooting and deleting your temp files from C:\Users*USERNAME*\AppData\Local\Temp , that helped me.

Thank you Construc_ - but I’m on a Mac, it’s quite different AND I can compile the Release branch. It’s only the latest Master branch that no longer will compile here.

My question is: Is there a way to ‘easily’ pull out the wonder-files from’s work, so that they can replace the files on the Release branch? Or any other way to … just get the Cel shading to work temporarily? (I have to test Cel shading on Unreal on Mac on a deadline, basically)

Thanks!!

There is little magic in what I did :slight_smile: If you really need it, you could look at the files I’ve changed and manually translate that to the released branch.

Btw. if you need it professionally you could also hire my company, that would turn it into work for me and allow me to work on it during the day :slight_smile:

@Arnage: Lol, I’m about to ‘apply for to be professionally’: Company is considering me & Unreal (as opposed to Unity & other guys where all sorts of Cel shading is doable no problem) - so it’s the hen and the egg / what comes first: If I cannot show that Unreal can do in my test scene, well, then it’s not professionally, but if I can come up with a convincing scene by Monday, I have the job and the platform is chosen…

Thanks for the hint on looking at the files you have changed and manually translating that into the released branch. was exactly what I was thinking weather or not was possible. However I still suffer from lack of experience (read: Noob) on Github and Unreal - and so I meant to ask if there was an ‘easy’ way to do such a thing. The Github Lingo is totally strange for me, if I only knew how to ‘select all your modified files and download them’ - then I guess there would be no problem in pasting these into a folder tree where the release branch was - and overwrite only what needed to be overwritten…

But I’m frankly not able to take on such a task… page:
https://github.com/ArneBezuijen/UnrealEngine/commit/311cbebe313785b404731cf6c0f36bc20275ab9f
does not have a download, it all messes with my mind - I will get it once working with it, of course but right now I have too many other tasks to look at, so learning Github is above my artistic thinking head :wink:

Thanks for any support - and all I can say is that you have a very valuable asset here (it’s crazy that there is no other way of doing with Unreal) - so as far as you push it to be released in real projects, that far are you already involved, and you’ll be the resource to go to for special adaption (because you make it easy and obvious how to go to you and hire you for special adaption through your website and comments like ‘you can hire me’ with URL in your code :wink:

Github’s usability is a horrible mess, I must agree. Even being used to other version control systems I still have a hard time using it.

btw. I spend some time fixing up the code to work with the latest changes from Epic. (For the bazillionth time) Everything seems to be working fine again on windows, so you might want to try it on your Mac, it might build now.

Does plugin work with Unreal Engine 4.9.2? I am currently rebuilding the engine right now, and I am using NVidia’s PhysX Flex Fork of the engine.

@Arnage: Thanks a lot. Unfortunately I still cannot compile. Great news is that my demo looks cool anyhow, and I’ll try and show it with links to your shader, hopefully I’ll be able to support you later… Thanks.

Never mind. The compile failed, so I am downloading the master branch.

I got shader from GitHub.
More from another thread got outline shaders.
Repeated the test and combined got the following output.

I happy with result.:slight_smile:
Hope to be incorporated as a feature of the engine as soon as possible.

1 Like

Ugh. I would love to incorporate but rebuilding the engine is just too much to ask for for a larger project. I really, really hope Epic picks up and makes it official.

Could you link the thread you got the outline shader from? I’ve been trying to find a good one myself for quite some time.

Thanks