Announcement

Collapse
No announcement yet.

Advanced Cel Shader Pack

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #61
    Yeah, that looks good, really decent outlines, but yellow/organ light on the wall is again too much black in the middle. Are there too much details that get all outlines so it looks like that? looks not really good so. The shading itself looks on this Demo still a bit too real than drawn (the reflection on the floor).

    Comment


      #62
      You can tune it to do whatever you need, such as flattening the PBR shading completely. In this case the reflections haven't changed apart from adding the green tint - I'll play with it a bit and see what i can do, but reflections more or less have to be as-is I think, since the DiffuseColor buffer just shows anything with a metallic component as black. I'm inclined to say that this is the right behaviour as you DO want metallic or specular surfaces to continue to behave the way they're intended, and if you don't want that, you lower the metallic or specular value of the material itself. I'll try adding a posterization control to the reflected area - that may make it look less 'real'.

      You can control how much detail is traced and how strongly it's traced, then finally how opaque the lines are and what colour is used, although anything apart from black looks odd in most cases.

      You just gave me an idea for a preset though!
      Last edited by Antidamage; 10-26-2014, 07:48 PM.

      Comment


        #63
        How about this? I added controls to lighten areas with specular or metallic surfaces independently. It makes them feel less real and more flat.

        Here's with the metallic areas lightened:



        Just the specular areas lightened:



        And both specular and metallic lightened a whole lot because it looks funky:

        Comment


          #64
          Also, something I've been meaning to do for a while: I've added more controls for the "Distant overbright" setting and renamed it "Colour grading". You can now set a depth falloff and have independant colour and brightness for each area:





          Comment


            #65
            Yeah, good Ideas, like it.

            But this disturb me on all of your Pics, have marked it red on left and right side:

            Click image for larger version

Name:	prrp9u5d.jpg
Views:	1
Size:	106.5 KB
ID:	1060256

            It's all black.

            Comment


              #66
              I'm looking into that too, I think it's similar to the metallic/specular problem except there's no buffer to use as a mask to allow the emissive surfaces to draw. But there's another way of handling that.

              Comment


                #67
                Originally posted by Antidamage View Post
                I'm looking into that too, I think it's similar to the metallic/specular problem except there's no buffer to use as a mask to allow the emissive surfaces to draw. But there's another way of handling that.
                would like to hear more about this too, I use a lot of emissive materials in my project.

                Comment


                  #68
                  In short, emissive materials are only in the PostProcess0 buffer and they often have an average component value greater than 1. I'll have a crack at it now, that should be enough to allow them through.
                  Last edited by Antidamage; 10-28-2014, 04:02 AM.

                  Comment


                    #69
                    Emissive light sources are back in! However, the center of the lights is still dark. This is because they're emissive, but they're not bright enough to exceed an average brightness of 1. I might just do something slightly different there....



                    As an added bonus, if they're looking too dark, you can also amplify them:



                    As it also turns out, I was using the wrong buffer to source my flattened colours from. Oops. Flattening it now gradually blends in the BaseColour buffer like it was always meant to:

                    Comment


                      #70
                      Hmm. I tried taking the maximum component and seeing if it exceeded 1.0 in case the other channels were pulling it down, but it's not really picking up the gentle emissiveness. It did get the base colour being more representative of the original colour though. The key here is to make sure the auto-exposure in your post-process volume is limited down to between about 1 and 2, rather than the default of say 0 and 2. Cel shading likes predictable exposure. A default bias of about 1 is good as well.

                      Last edited by Antidamage; 10-28-2014, 05:11 AM.

                      Comment


                        #71
                        Well, you can definitely add a lot of light and colour to the scene now. Still not 100% happy with how emissive surfaces came out but there might be something we can do with it later in a future update.

                        Last edited by Antidamage; 10-28-2014, 04:38 AM.

                        Comment


                          #72
                          Yeah, but it get better and better with every update.

                          Comment


                            #73
                            Oooooo ... I like ... I really like. I am going to play a bit tonight when I get back home from work. 8-}
                            Quinton Delpeche
                            Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

                            Comment


                              #74
                              Amazing stuff, when will be the release date? This might be essentially helpful for ppl who want to use UE4 to make an animation serie.
                              Last edited by RemoteCrab131; 10-29-2014, 05:11 PM.
                              Brent Liu
                              ::TeaCrab::
                              https://www.artstation.com/artist/remotecrab131

                              Comment


                                #75
                                Thanks! We're working towards a marketplace release now, but you can try the in-develoment version here: https://forums.unrealengine.com/show...-of-cel-shader

                                I was hoping someone better than me at montages would eventually use it to do some cut scene work, but yeah, UE would make an interesting and cool animation tool.
                                Last edited by Antidamage; 10-29-2014, 05:18 PM.

                                Comment

                                Working...
                                X