#TInkering
1 messages · Page 1 of 1 (latest)
Is this post-process or made with tinkering in the engine source code
?
A mix of post process and regular materials.
I'm using a surface material to set the base color and the outline, and a post process material to calculate the bands on the cel shading depending on how lit the object is
Pretty neat, but could be pretty expensive though. Cause I know that a more optimal method is override the G-Buffer in the engine source code to make like your own material domain.
That's probably true. What I plan to use it on is pretty small, but I'll keep that in mind if performance becomes an issue.
The post process material is pretty simple, so hopefully it won't be a problem.
Turned off Lumen so the shadows would stop wiggling and tweaked my approach in post process to get mor distinct bands
Did you Make it through material editor or C++ HlSL by modifying source code?
That screenshot is material editor only. I am working on modifying the source to get a result closer to what I want though. I can post the blueprints for that version if you want
If you are following the guide, could you post it here or DM it, would love to tackle it myself at some point
This is the guide I'm using as the base for creating a custom shading model: https://medium.com/@lordned/ue4-rendering-part-6-adding-a-new-shading-model-e2972b40d72d
I'll be extending on that to get the specific look that I want