Level Up your Unreal Engine skill with an Unreal Authorized Instructor 🚀
I'm Evans Bohl, an Indie Game Developer and Unreal Authorized Instructor partner for Epic Games from Tahiti, French Polynesia 🌴🌊🌞
I work as a freelance and I believe that everyone should have access to knowledge easily. I want to show people that learning something can be fun as long as you're willing to put in the amount of work needed 💪
On this channel, you'll find devlogs, free online courses and complete guides related to a lot of aspect of Unreal Engine 5, ranging from Gameplay Programming, User Interface, VFX, Audio, Animation, AI and much much more!
Business inquiries : [email protected]
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I am seeing SM6 missing material function. Can you help with that?
Great tuorial, however i cant get the MRQ to render the outlines with alpha? If i have no background (ie a skyAtmosphere) then 100% of my scene is black in the background and also 100% opaque in the output PNG's .. how can i retain alpha and also retain the outlines from the post effects shader?
Can I get a copy of the final control rig?? Or it doesn't work that way.
This was great Hope you get the time to continue making more content like this
Great video, but it would be great if you can get the outlines to work with Anti-aliasing.. to be they look like they are 1 bit, so i get jaggies where the thresholds are met, but it would be nice if you could control the edge quality better. (Im not thinking this is performant, btw, just the best possible look for offline rendering etc).
Gotta make more videos. You’re tutorial was great
A PP toonshader… xD
the first 2-3 mins felt like minecraft like push pull lol Edit: I have a question/doubt: you see the way the squares for the texture forms. How do we maintain it
Awesome! Now, do it all over again, but this time use a character from Mixamo, with Mixamo bones, so us nubs can follow along a little easier! lol Or from the Mixamo "rebone" add-on in blender, which is the skeleton I used. It adds a root bone to the skeleton or something. I was missing a few bones you had and none of them were aliened with yours. But I was still able to follow along and got my rig to work. Thanks so much!!!
How would you animate 2 cahracters at the same time?
Thank you for taking the time to create this tutorial. It's helped me to understand how to create my own initial idle animation from which I can them learn more. thanks!!
minute 25 here, getting an error when changing scene texture ID to "WorldNormal" [SM6] (Node SceneTexture) GBuffer scene textures not available with forward shading (platform id 49). I have reviewd the whole tutorial and my scene but cant find the error. Can somebody help pls?
Thank you so much man you helped thpusands of peole with this tutorial!!!❤
This video was a life saver! I could not figure out what was going on with the retargeting for the life of me. Now it's become a lot simpler and accurate after watching this, and this has saved me so much time and stress. Thanks for the great video Evans. Keep up the good work 🍻
Thank you!
I was dreading having to go through multiple tutorials for this information, but here it all is in one video! Thank you this making this and for being so concise =D
That tutorial was amazing. I still have one question, that I couldn't solve yet. Models with a bit more detail get basically black at a certain distance because of the NOs. I've played around with the instance parameters, but there seems to be a minimum size (which is still too big for me). If I go below that size, the NOs will completely disappear, which is also not what I want.
done this recently, currently experimenting with voxel, how would i make it so it doesn't show the toon outlines as it is an eyesore in the distance
nvm fixed it lmfao
This tutorial is great! Everything is working perfectly, except for when I go to change the color in the utility widget I have to click the render customdepth pass checkbox again before it applies the outline again, is there a way to change this?
Wow, this is such a great toon shader tutorial. And I really appreciate how thorough you are with explaining WHY you're doing certain things, including the various obstacles that come up. Subscribed! Keep it up dude!
Very very useful tutorial, keep creating <3
i feel like some slight camera sway would breathe a lot of life into this but it looks amazing
Thank you for the tutorials, and yes, After 2 years I found that banana which is still fresh like you Sir.
Hey, absolutely life saving video! This is awesome and I can't thank you enough! My one question is if theres a way to allow for the color changing aspect to do black lines without making everything black. I want to have both black and color outlines in my game. Thank you again! 💙
Thanks!
Dude! I have to subscribe to your channel!
Thank you! ❤️
what could i do to revert the costum depth, so the selected meshes dont get cel shaded
Hello, im a total newbie, and I have to say, i didnt understand to much but, i could understand for what result you are doing what you doing^^ and that you explained it perfectly. I want to fokus on the creativ part and want to start working, but i hit the wall, when the carakters moved strangely, like you showed erlyer. I have a lot of respekt for technic edvanced people like you, but instead of trying following you, which is not working for me, i think ther should be more finished tools for people like me. All honer to you guys, but i think whats you all missing is, that 95% of the people are dump like me and get easyly scared away. A complete finished, polished produkt would be nessesary. While watching your video I had an idea. Can i contact you with pn? Greetings :)
i downloaded metahuman for ue5 and the control rig doesnt have the spine chain or bone chain if you know what i mean, or mixamo, why dont thay have a sceleton ready for UE5? A guy like you could do that at an evening and it would help a lot of people to overcome the first problematic steps. I mean it is cool, that you can build your own control rig. But instead of all that want to use UE5 for animation learn how to do that, why not making it ready to use? In germany we have a speach for that penomen: "Betriebsblindheit" which would be directly translated: "operationally blind" or another speach for that would be, "you cant see the forest because of all the trees." So what i mean, is. The big masses, the main market, does not have eccess to filmmakeing or game programming with UE5 because the way to start is to complicate for the ordinary people, but it should not have to be like that, everything that is needed to do so is there. But instead of flattening the way for the masses and the money, tech edvanced people prefer not to do so or cant see it because they enjoy their bubble^^
Man, you are the best. Please don't stop making tutorials!! Hope you find some time for this. I am learning animations right now thanks to you. Btw, I love the part with the whispering voices from the off. Super atmospheric moment! Did you make the static meshes yourself too? They look awesome !
Dear Evans, thank you again for the amazing tutorial, we are using it now in our game, and the entire team loves it ! I have one question though, of something I havent been able to figure out by myself. The lines for me, seem to push inward, that is to say, a higher line width simply covers more and more of the Character model, the outline is " in-line ". Did I do something wrong when following the Tutorial, and if not, do you know of a way I can force the outlines to draw around the characters edge, rather then on the characters edge ? Thank you !
I figured it out ! I was missing the Subtract node in the Edge Detect Function
Is this rigging type can be applied to any 3D object or just for this
AAHHHHHHHHHHHHHHHHH another one that needs before tonemapping. This was removed in UE5.4
I cannot describe how amazing these videos are, and the effort you put into explaining and making things understandbable When you pulled up the Presentation for the depth Modulation I just started laughing at how insanely cool it is that you even made a presentation for this video to explain this process. These videos are amazing, Im so grateful for your work, once I have more money ill do my best to support your channel .
Super straightforward, thank you! Will try right away :)
even after putting in the max distance thing my skybox is just black
before tonemapping is not an option in 5.4 :(
Hopefully you have discord channel for discus
this was awesome! Couple questions if anyone can help 1. Is there any way to exclude objects from the outline? Foliage for instance looks pretty bad.. because all the leaves and pieces have an outline so they all merge together and from a distance it just looks black. I know I can turn down thickness... but then it makes the other objects not look as good 2. Any ideas on performacne impact? I'm guessing it's pretty big... but you can probably reduce textures a bit to maybe combat taht someone? I don't think you need super HD textures if you're going to use this outline
Amazing Tutorial!
This Works For Unreal Engine 4!!
does this work for unreal engine 4
Great content, keep going ! and thanks a lot for sahring your knowledgment an passion for games and teach!! Blessings.
Thank you for the great tutorial. Does anyone know why translucent materials (sunglasses, glass, plastic) somehow still pass their colors through the desaturation nodes? My character's red sunglasses still show as red after hooking up desaturation. Thanks again.
Voilà! new sub. I loved it. I am pleasantly surprised that you showed so many ways of doing the same thing going from rudimentary to more a complex setup. It just helped to organize things in my brain. Great stuff, thanks!
I implemented the minimum chain for the scenedepth, but I still have the thickness modulation bug. It looks like this is due to the the change in timing of the calculation because of the post processing change in 5.4 (i.e. because there is no 'before tone mapping' setting anymore.... When I use 'Scene color after DOF' I get the line thickness difference/modulation error; if I use 'Before Bloom' or 'After Tone mapping' the thickness is corrected, but the lines dance and look bad. Please let me know if you come across a fix, I am hoping that they restore the 'Before Tone Mapping' since it is so useful.
Thanks for the tutorial! However, after applying the toon shader, the hair and eyebrows of my metahuman character became invisible. How canI resolve it?
44:30 - My UE5 renamed the property Control>Control Type to Control>Value Type Works exactly the same, using UE5 from source. For the Euler Transform to Float part of the video.
Reminds me of umodeler
I am 20 minutes in and I have no idea what I'm doing. I'm just following blindly because the result presented at the beginning is what I'm looking for. I feel so fucking stupid. As-tu une video ou tu vas plus en profondeur dans le pourquoi du comment?
Hy, to someone that are using it and grass output to put grass in world... since grass not have same way to enable custom depth, you can just subtract the scene texture : opacity, from outlines to exclude grass from effect (since the material from them are masked... and these remove any masked or translucent materials from receive outlines) ;)