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Unreal Engine Livestream - Post Processing in UE4: Cel-Shading - Jan 4 - Live from Epic HQ

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    [LIVESTREAM] Unreal Engine Livestream - Post Processing in UE4: Cel-Shading - Jan 4 - Live from Epic HQ

    Click image for larger version  Name:	StreamPromo_770.jpg Views:	1 Size:	48.9 KB ID:	1407663






    WHAT
    This week we'll be diving into Post Processing in UE4. Tom and Sam will go over some basics of post-processing before building a couple small shaders, one for an outline and a toon shader, which will be combined to create a sample cel-shaded look. They'll also discuss some of the limitations applicable to mobile and VR projects.

    WHEN
    Thursday, January 4th @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube
    Facebook

    WHO
    Tom Shannon - Technical Artist, Education - @TomShannon3D
    Sam Deiter - Sr Technical Writer - @Sam_Deiter
    Amanda Bott - Community Manager - @amandambott

    Post any comments you have for the team in the comments below and we'll try to get to them on the livestream.

    ARCHIVE
    Last edited by Amanda.Schade; 01-12-2018, 11:44 AM.

    #2
    Sweet! Although it would be nice to have cel shaded lighting model built into stock UE4

    Comment


      #3
      almost every cel shading tutorial Ive found lacks in practicality or is poorly explained, I'm glad you guys are taking a swing at it. cant wait to follow the livestream

      Comment


        #4
        It would be very important to be able to assign this per object, or exclude objects from the post-process.

        Comment


          #5
          Woot...Sam Deiter is back on the Stream! Every time he is on I learn about at least a dozen or so things I never knew about UE4. Have not played with cel shading, so this will indeed be a delight.
          Last edited by ipninichuck; 01-04-2018, 05:53 AM.

          Comment


            #6
            Nice! sounds great!

            Comment


              #7
              I'm sorry for a stupid question but where I can find this video after the live date? As I see, it's not there on the youtube channel (the latest video is from 1 week ago...)
              Working on the Knightmare Lands game.
              Contacts: telegram, twitter, website, email

              Comment


                #8
                Can we choose an exact color for a specific layer of shadow?

                Like if we're trying to recreate a very specific color palette from an anime or cartoon, can we choose "per-shade" what colors we want?

                Comment


                  #9
                  [Question] How would one go about making the cel shader have a "pencil drawn" look/effect? would you attach a texture and where? Thanks

                  Comment


                    #10
                    Originally posted by Aumaan Anubis View Post
                    Can we choose an exact color for a specific layer of shadow?

                    Like if we're trying to recreate a very specific color palette from an anime or cartoon, can we choose "per-shade" what colors we want?
                    That's certainly one of the drawbacks of this method is that you lose a certain amount of control over your colors. With enough planning and tweaking you could probably match to an explicit color palette, but there's no easy button for doing that, that I've figured out.
                    I've experimented with using Color Lookup Tables (LUTs) for this as well and got some decent success, but probably not exact enough for most art directors

                    Comment


                      #11
                      Originally posted by Wilh_Schott View Post
                      [Question] How would one go about making the cel shader have a "pencil drawn" look/effect? would you attach a texture and where? Thanks
                      Good question! You could add texture to the lines by manipulating the mask generated for the lines.

                      Comment


                        #12
                        Who is this guy? IMPOSTER!
                        No, just me using the wrong account.

                        Anyways, I've uploaded the shader I wrote based on this HERE. It's got a lot of bells and whistles, including the pencil texture option Wilh asked about. Feel free to use it in your own projects, learn from it, whatever! Just unzip and drop anywhere in your Content Folder! You'll probably want to make a few Material Instances from it and start from there.

                        --Tom

                        (https://forums.unrealengine.com/unre...-project-files)
                        Last edited by Tom Shannon; 01-05-2018, 12:09 PM. Reason: Removed the file and added a link to the releases location

                        Comment


                          #13
                          Originally posted by norlin View Post
                          I'm sorry for a stupid question but where I can find this video after the live date? As I see, it's not there on the youtube channel (the latest video is from 1 week ago...)
                          usually, twitch retains streams as vods ("video on demand"). if you check the "videos" area on their twitch page you'll see recent streams listed first. the top two (as of this moment) are the recording of this stream. technical hiccups (or any break in streaming) generally means there will be multiple vods for a given stream event, which is why there is more than one in this case.

                          https://www.twitch.tv/unrealengine/videos/all

                          directly:

                          p1: https://www.twitch.tv/videos/215372161
                          p2: https://www.twitch.tv/videos/215390558

                          Comment


                            #14
                            Awesome! Thank you for your response and the shaders! Tom B Shannon

                            Comment


                              #15
                              I was working on the outlining bit from this stream but ive run into a little bit of an issue. Ive got it all working but the depth is having issues with the sky. im sure its a setting somewhere but im not sure which. its definitely a issue based on screen space depth since its rings emanating from the center of the screen.

                              Comment

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