I’m getting " Exception in AutomationScripts.Automation: Stage Failed. Missing receipt ‘UE4Game-Win64-Development.target.xml’ " when I try to launch my test game :\ . Any clue why?
If that was possible I would have submitted it to the marketplace in the first place. However, the marketplace only supports plugins for code changes and due to the way shading models are implemented they can’t be turned into plugins. The reason it is on github is to allow Epic to integrate it into the main branch, if they wish to do so, and for adventurous users to be able to try it out and provide feedback. It is not intended to be used in production, as it is not a very ideal workflow, as you have noticed.
What you downloaded is only the source code. You’ll have to compile before you can do anything with it. You can keep build separate from your regular build though and don’t need to overwrite anything
Yes, you can mix and match them with any other kind of materials.
Thank you for your answers. I hope Epic takes up your work.
can you upload at Mega.co.nz “4.10 branch
https://github.com/marynate/UnrealEngine/tree/4.10-toon” Thanks because there something wrong from GitHub I can’t download …Thanks
Hey, looks like your work was broadcast live, 2 hrs ago, on the Unreal Engine’s live twitch stream. Does mean they are taking seriously now? Are they planning to fully integrate and support your efforts in the next build?
What are the problems you’re getting with GitHub?
Maybe someone can help.
Do you have a github account? (*It’s free)
You’ll need to have a github account to access otherwise you’ll get a 404 because UE is private.
By the way, what are the reasons why Epic is not adding to the engine? I would think that a free shading model (that seemingly does great work; sorry, I haven’t tested it yet) that is in high demand would be added in a heartbeat.
Still problems with integrating it into the main branch?
Cool, I wish I had known in advance so I could be in the chat and ask them the same questions you are asking
That would imply him uploading the source, which is not permitted. I guess you made a mistake somwhere, check if you set up your Github account correctly, connected it to your UnrealEngine Account and then try again.
Ok, just saw the livestream. The vid was published on today.
here’s the link at time they talk about it
It was part of the community spotlights
Hmm, I’m confused by the way they presented … they talked about it as a plugin, not as a pull request.
EDIT It’s getting some extra attention though so that’s cool , congrats hope will help get your hard work in]
Is the link you were talking about? http://ogimafu.blogspot.com/2015/04/ue4.html
Did you use just one method, or all of them combined?
Edit: never mind, i see it. All of them need to be used together to get the full effect.
I’m not sure how the materials functions he made are supposed to be used in the final material though.
-I AM logged onto the Github account and I still get an error. Is outdated? BTW your toon shader is the coolest thing I´ve ever seen!! Seriously!
They didn’t seem to understand it indeed. Though hopefully someone who can decide on including it finally notices it and can give some feedback whether they are considering it or not.
That link is still the way to go. Are you able to download the regular UE4 source? If not then you might want to check if your accounts are properly linked. As Dakraid said it is against the UE4 license to post the source code on another host, so you’ll have to try to get your github account to work.
is really incredible Any chance 'll ever be included in UE4 by default?
Awesome, just awesome. I finally got around using the toon shader a little and it works like a charm. I have to admit that the three settings don’t seem obvious at first, but once I found your descriptions in thread, it all made sense and I was able to use it extremely quickly. I am completely gonna love shading model.
I only have one question. Is there a way to control the shape of the steps? Right now there’s a blend for the smoothness of the lines, but I was wondering whether it was possible to have, say, the line depend on a texture (so you can get jaggy lines for instance). Even just a way to get that stepsize data to manipulate would be awesome. Just curious.
I think that adding support for tooncurves like the picture below would be great aswell.
you can apply a normal map to perturb the normals
Is there any hope there could be plugin support for material shaders and compute shaders in the future, with a nice simple “create new shader” wizard and all that?
Your toon shader looks so amazing and UE4’s lack of proper custom shader support is so frustrating. Aahhh!
I’d actually rather have as a plugin than integrated into the engine, because the biggest problem here is that UE4 doesn’t let us simply create a new material shader or a new compute shader to suit our needs (It doesn’t make it easy, at least). feels so extremely limiting that I’d rather stick with Unity until essential feature is fixed. Having the toon shader only solves the problem for that specific use case, but not for other use cases of wanting to write your own shaders.
He already mentioned that due to him having to change bits in the source code to have shading model work, it was next to impossible to turn it into a plugin. I reckon that up to create into something like the custom light feature of UE3, he will probably have to create it from scratch.