Create A Pencil/Handdrawn Effect in Unreal Engine 5
Ойындар
I have gone deep down the rabbit hole of toon-shader the past couple of days. I thought that I´d bring you some infos. We are going to cover Outlines, Cel-Shading and Toon-Shading
Link to the Patreon File: bit.ly/3OBgeMW
Let me know what I should cover next!
Timestamps:
Intro: 00:00
Quick Runtrhrough of the Process: 00:45
Building the Shader: 01:40
World Outlines: 04:05
Normal Outlines: 09:50
Toon-Shader: 13:30
Getting the sky back: 23:03
Make it pretty!: 26:20
LinkedIn: / nilsgallist
Webseite: ngallist.com/
Patreon: / ngallist
UE Forum: forums.unrealengine.com/u/Mon...
#UnrealEngine #UnrealEngine5 #ue5 # ue4 #metahuman #blender #custom #Outline #tutorial #short #casting #interfaces #postprocess #material #Pencil #Effect #Shader #MondRubberduck
Пікірлер: 38
Great tutorial,Thank you very much.Perfect for my S-f movie
Great tutorial,Thank you very much.
Nice tutorial brother thank you for the tutorial
Thank you man
Thanks a lot
super cool kernal technique!! if you ever have the time or the interest would love to see a future video going into more so the theory and maths behind these shaders :))
@NilsGallist
2 жыл бұрын
Yeah you are right! I have to admit, that I do not understand all of the math 100%. Some of these components came together as a result of watching lots and lots of tutorials and combining them. So there are some elements that I just straight up put in there without actually knowing why that works.
to make the sky back but black and white you can put a scene texture with the postprosses0 input then desaturate it and finally add it to the end. Btw Amazing tutorial
thx
Come back. Your tutorials were awesome 🥺
@NilsGallist
6 ай бұрын
Well, Life happend I guess. I had to abandon Unreal Engine for a while for Unity... which suck´s big time. But I should be back to schedule. My New-Years resolution.
4:33-5:18-6:18-8:32-5:42-9:26-9:46 Normal Outlines: 13:20 Toon Shader: 17:40-21:06-23:00 Removing Black Sky: 23:25-24:25-24:40
Love the tutorial, its exactly what I was looking for! Question, though: How can I make the texture not rotate based on world position? Maybe I messed something up, but basically I want my lines to always run horizontal, but right now when I turn something (like a default cube) the texture rotates and streches out of scale. Thanks in advance! Btw, super, super new to game dev so it may be a really obvious solution, I'm trying my best! 😅
Does this not work with forward shading? Was trying to apply this to a VR project.
How can we control the distance at which the effect is effective (I.e the far distance is all white currently), none of the parameters in the instance seem to have an effect
Can i use these in doing anims, in like a short movie?
subbed to patreon and got it, how would you go about adding more hatching layers (lines texture) the deeper shadows
@NilsGallist
2 ай бұрын
Hey, thank you very much! So the shader is built do distinguish between... I belive 3 layrs of "Lightness". You could add a fourth one that is taking care of the REALLY dark areas and display a very tight mesh of crosshatches. This you could create by just up-ing the tiling on the crosshatch pattern.
in newer versions of ue5 what should we be using instead of before translucency
At 3:35 you say "...divide, break node, pull out the parameter..." what are you modifying in order to show depth in the scene? Nothing is shown but the Viewport.
@ilsepouwels7121
Жыл бұрын
Yes same here what do we do?
Hey for some reason my lines are turning yellow instead of white, can you tell me what the problem could be?
@ddxdr3242
Жыл бұрын
and yes, it works with the first system, before we plug in the rgb and add components
I am having some issues. I used a halftone texture insted of line texture. The dots of my halftone textures are getting stretched on the surface of my objects in the z axis. Also, is there a way to retain the textures( base colour, roughness, etc) instead of the black and white stuff?
@user-ti4me8uq7o
24 күн бұрын
Were you able to fix the stretching issue? I am facing the same issue.
Can you add color
why do I keep getting yellow line instead of white line
@BlackPowderGame
Жыл бұрын
Mine was all yellow too until I unchecked G in the Mask nodes, you only want the Red channel
ok now how do i add my colors back?
What you’re calling “crosshatch” is actually a hatch. Crosshatching is when the hatches cross each other. Since your lines are parallel and never cross each other, they are just called “hatches” or “hatching.”
when i used if it causes an error why? can you put some this instead it is not working with me thank you
@MrRolandwizard
Жыл бұрын
use static bool(said true) and connect to "export float4" in WorldAlignedTexture
If I wanted to make this shader with colour instead of black/white, what would I change?
@rawarg
5 ай бұрын
I wonder the same thing..
@Drakuba
3 ай бұрын
guess that makes more of us i reckon we have to make white invisible and cross it with original color scene or something idk
finished the world outlines but when i go back to the game its still the default shaders. any fix/reason for this?
it's an interesting way to create a fake cavity mask, I think.