(Tutorial) Simi CelShade PostProcess Material work with light color, point lights and skybox

How would I make a specular version of this and apply it to certain objects :I kind of like this

Hi, First let me tell you, this is one of the most detailed, and clear tutorials on celshading i’ve ever seen, so congratulation !

I’m a newbie, so i may ask stupid questions. So here is the deal. I’ve been looking for this post process all over the internet, all other celshading post processes destroy the sky box… I haven’t yet try this myself, but it look perfect, though they are things i don’t understand. First of all, is “Custom Depth” a way to avoid some objects from being celshaded ? Can some objects not being celshaded ? For instance, I’m making a Star Wars fan game (don’t ask for any screens, since I have very few assets, still learning 3D right now), and if my understanding of materials is correct, lightsaber blades are like 100% emissive color, and i obviously don’t want the blade to be celshaded. Is there a way to do so ?

Thanks a lot if you can answer my questions !

Oh sorry I have an other question, if I want to make transluent object is it possible with this post process ? Therefore non-celshaded glass or water, is there any way ? I’m greatly inspired by Breath Of The Wild Aethestic, and in this game water is real water, not like in Wind Waker, and in my game i’d like to inserte transluent glass an water. If you can help me thank you a lot :smiley:

I see that you have some god rays in your recent blog posts about woodbound, how did you use them with this PP material? i’m very curious

I set the blendable location to BeforeTranslucency, and from there it’s a matter of balancing overall lighting intensity and volumetrics intensity with the contrast between light/dark in the shader, it takes some tweaking and I have to have the volumetric lighting intensity change if I’m under cover or out in the open to keep things from getting too blown out, which I do via BP.

Hi!
I´m a newbie, please, can you show imagen of your shader and volumentric configuration parameters?your image of the forest is perfect for me, I looking same result. I would appreciate your help.

is there any way of adding exponentioal fog to your scene with this PP material? Or how would one add exponentioal fog and still keep the cel shading look?

Came across this thread a while ago. iv’e been trying to use this for a while. all the shading works great on prims and my character and other static meshes. However when i have my landscape ticked with render custom depth pass I get these incredibly noisy shadows that sometimes move or grow or even shrink as i approach them. my lighting is 100% dynamic and my materials have spec set to 0 no roughness settings or metallic ect. no normal maps for my landscape material considering i’m using vector 3 parameters as the “diffuse” for each layer of the material. my directional light has no bloom or light shafts enabled. so i’m not sure whats causing this. Just want to say I am not complaining in any way I am a big fan of this method and its freedom and i really appreciate you taking the time for making this thread. just hoping to fins some clarification so i can continue to use this post process on my landscape and hopefully form a better understanding about how all this works. Thanks again!Captuxbdcfbre.PNG.jpg

For some reason I cant get the colored light to work. Ive tinkered with the OO light and dark settings but nothing I do works. Everything else seems to be working fine. I really want that half cel shaded blended look with colored lighting. what do I do?

do you have the same problem when you’re viewing an object at an certain angle, it creates this clipping effect? And if you look underneath an objekt, the shadows disapear

EDIT: nvm, just figured it out. it was the light shaft bloom i had turned on for my directional light. lol

https://i.gyazo.com/5d1e2836c8b00930c26cb97a92ae0599.jpg

Look insane!!

Is there a way to get rid of the soft shadow that’s overlaping the cel shading? Could you use a LUT to determine the light area and dark area with a texture instead ? Other methods similar to that of using a texture to determine shadow color don’t have this soft shadow problem. Seems like it’s the LightPPBlendAmount, is there a way to have hard shadows?

FIXED: IN YOUR LIGHT’S DETAIL PANEL, BUMP UP THE SHADOW FILTER SHARPEN BEYOND 1 (I SET MINE TO 40)

thanks for sharing this :slight_smile:

what is divide 1e+05?

value of B is 100000 in the divide node
Cheers

Is there a way to modify this so it produces 3 tones? I would like to have highlights, medium shade, and dark shadows. The attached pictures are what I tried and its lack of results. Pretty much the light that is equal to .5 is set to a medium gray color, but that didn’t work. Any suggestions?

did you get it working? also want to know how the PP material could work in forward rendering

Hey so this system looks really great in the scenes I’ve applied it to, but I can’t seem to use colored lights anymore. Whenever i place a spotlight, it’s color has SOME influence on the object’s color, but it’s so hardly noticeable that it isn’t even worth using. Is there any way normal spotlight lighting can have more of an impact? I’m going to keep trying on my own but this is a pretty big deal breaker for me if not

I made a version with Look Up Table.