Hopefully Live2D for Unreal Engine will come out soon.
http://www.diginfo.tv/v/14-0062-en.php
http://www.live2d.com/en/news/euclid_development
Hopefully Live2D for Unreal Engine will come out soon.
http://www.diginfo.tv/v/14-0062-en.php
http://www.live2d.com/en/news/euclid_development
If you wanted a cartoony Dragon Ball Z Anime or GTA Cartoon Screen like look and you expect all your content to have that look by default, you could use a shading method in your content creation pipeline in your content creation tool such as Blender or in your Texture Creation Package such as Substance Painter or Substance Designer, and simply choose a shading method, and then do a minor adjustment of shading via post process in Unreal Engine to blend it all in. It could be done in a regular photo editing program as well, and to make it more cartoony simply lower the amount of Ambient Occlusion, fine details, and the amount of color palette options using more solid colors.
If that Live2D was in Unreal Engine that really would be cool, would love to see it.
This is using the cartoon shader in Substance Painter to give it that anime pixelated look
on Hans just by changing the the shader from the default PBR metallic shader, and removing material textures (the details) and focusing more just the solid colors you get a result like in the final image with some slight post processing.
If you want in materials can focus on the shininess of the surface and use that to saturate to opaque solid colors and remove the PBR like properties to make it cartoony with a sort of flat shading applied.
is there any way to do cel shading for mobile?
I’m experiencing a similar issue. Maybe i did something wrong with the setup but i can’t get anything different to show up when the material is applied to the blendables, no matter if the meshes are with the Render Depth option checked or not.
My setup is:
-Just a new 3rd person template
-Copy/paste the 2 files you provided (the material and the material parameters)
-Had to reassign the mat parameter collection in every node where the material parameters collection is used because it was in a “unknown collection” state
-Connected == pin in the IF in the red facial shadows code to the same pin as the >=
-The compiling errors dissapeared with that.
-Added the material as a blendable to the post-process (which is unbound)
-And there is no change at all just a little darkening in the global illumination. Like if i get the light source and reduce the intensity value but nothing else.
Am i missing something? (and yeah i connected those pins in the IF because i’m using 4.6.1). Do i have to make any special setup in the meshes materials?
The standard 3rd person setup actually doesn’t look much different with my shader, since everything is pretty much a uniform color – gray steps & platform, blue guy.
An easy way to check if the shader is doing anything at all is to modify scalar param #21 in AnimeShaderSettings, “Outline mode” to only show outlines. 0 = normal mode, nonzero will only draw outlines with everything else being drawn in RGB equal to the param value (grayscale from 0.0001 (black) to 1.0000 (white)).
It’s more noticeable when you start adding meshes with more colors; lighting, including ambient lighting, can also make a great difference. And changing the facial shade to match the color you use for skin tones is needed to do any of the red facial shadows.
Here’s the standard 3rd person without my shader:
And here, with my shader – not much visible difference:
Here’s the same as the above with Param #21 changed to .01, showing just the outline (hard to see the blue with a 1.0 white background):
Here’s a model of mine without the shader on:
And here with the shader – the face is most noticeable, but also see the more defined blouse outlines. It’s also very visible on things like closeups of fingers:
Sorry, was so excited working with it after your explanation that i even forgot to reply back
Thank you very much, now it’s working nicely
Hey i really like your shader, thanks for sharing. I was trying to see if you could help me though when i try to use the new 3d widgets they come out grayed out. This is also the case with particles. I tryed to put back what the shader took out in there own blue print NO go. I also tryed to split into two objects and leaving of custom render NO Go. Any ideas would be greatly appreciated.
I will study how was figured
looks like interesting alongside sobel edge detection
I haven’t been on in a while, Psyduckfreak – I tried a simple 3D widget of just text, and it looked OK (and affected by the shader). Can you turn off the shading and do another screengrab so I can see what your 3D widget should look like?
Here is how it looks with no shader. I actually found a work around, i just removed the Render custom depth off walls and it works. I think it has somthing to do with the shadows being cast not really sure.
OK – I’m not too sure what was happening with that.
Hello everyone, I found this tutorial http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 but I wonder how one can recreate on UE4, the node CustomLighting no longer exists. Using the PostProcess I got this result http://s8.postimg.org/c7agxwf05/postprocess.jpg
But I want to get to this effect scontent-cdg.xx.fbcdn.net/hphotos-xpf1/v/l/t1.0-9/11045336_10203730697088897_3172199678997620227_n.jpg?oh=55278fb8f91a5a3484f31e56ba20091f&oe=560D446D any ideas on how to reach this result??
Thx and sorry for my English^^
Try making the outline smaller, and try adjusting the lighting to get more contrast for shading.
Nice Shader! Sadly it doesnt seem to work with any Materials that use Refraction like Water. I’m trying to find a Solution for this Problem for the last Week. Has Anyone an Idea how to get around this Issue.
I haven’t tried any refraction materials yet…
Attached is a current version of my anime shader + parameter file.
EDIT: use this link for the latest version:
AnimeShaderFiles.zip (89 KB)&d=1445222643
I’ve just found this topic and already downloaded your package Brian. Just started playing with it and it’s amazing, thank you so much for sharing. I’ll definitely learn a lot from it.
Na, still doesn’t work.
What I found out, it seems to be a Problem how UE4 handles transculent Materials.
i would kill for that beautiful effect, but i am so terrible with the material editor can anyone please send me there post processing cel-shader that looks exactly like this, its perfect.
Uh, what? My shader is attached just above in message #155, just unpack it and use it.
What are you trying it with? I just tried the free UE4 “water planes” demo and it works OK with them (it doesn’t change the water’s appearance very much). How does your water “not work”?