How To Create Cel-Shading In Unreal Engine 4/5 (Tutorial)
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- เผยแพร่เมื่อ 22 มิ.ย. 2024
- Hey guys, in today's video I'm going to be showing you how to make a cel-shader post process material in Unreal Engine 4 and 5.
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#UE5 #UnrealEngine5 #UE5Tutorial
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00:00 - Intro
00:11 - Overview
00:50 - Creating The Cel-Shader Material
08:24 - Using The Cel-Shading
10:31 - Final Overview
10:55 - Outro
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♫Outro Song♫
●Kronicle - Chill Noons
This was great. Thanks! I've already been through two other cel shading tutorials and this is the first one that worked... plus had full explanations.
what about now in 5.4?
YOOO I was looking around like crazy for this, simple but effective. And this was just perfect. Next up is the black outline and then Im all good to go. Thank you. Another good one
The best toon shader tutorial Ive seen yet.
Hey really awesome work! I subbed and currently watching many of your short super useful tutorials.
you just made my day , i was looking at something simple yet powerful and here o found you , thank you this was very helful for my game and now i can work on it
Thanks Matt. This will be especially useful in my project.
Awesome vid, im currently working on Shaders in a project and even tho i didnt make a cel shading shader, the logic behind distinguishing if a pixel was part of a Skybox was very Helpful
Thank you Matt for this! Cheers!
Thanks you’ve pretty much read my mind several times now
thank you so much!! just what i needed for a uni project i'm working on!
Simple but clear tutorial! As always easy to follow along!
Thx for sharing :)
Thanks bro this is great tutorial!! in the future please make a outline tutorial too :D i think this shader + outline is looking really good.
Thank you for this. I currently have cel shading material and outline, but I don’t have cel shading for my environment which is what I needed.
Best cel shader tutorial ever
Really helpful video!
Thanks bro! Honest W for my new game
Great tut! You should do more replicated tutorials, like replicated hide in locker and stuff. I feel like I am getting the basics of blueprints down but no matter how many rep tutorials I watch, replicating events always confuses me
Good rule of thumb. Always run it on the server then send the information where it needs to go!
great tutorial ! thanks ^^
eyw aga tam da ihtiyacım olan şeyin videosunu atmışsın sağolasın
I'd like to know more about cel shading in this way's interaction with the UE5 Lumen lights.
There's a number of weird effects they create when combined which you can even see in your video.
I would also like to know this.
After a bit of fiddling, I think that the problem comes from soft shadows. I've corrected the problem by making the light and shadows harsher:
Disable the skylight
Crank the DirectionalLight intensity up. I doubled mine from 10 lux to 20 lux.
You may also want to set indirect lighting to 0 on the DirectionalLight.
You'll then need to compensate for the difference in brightness by modifying the Exposure in your post processing volume. You'll also want to modify the shadow tint to be a little lighter -- fortunately this tutorial gives us that setting!
thank you very much man !!!
thanks for the tutorial :)
also I just realized thats the robot from love death + robots
this is the best tutorial ever! Super nice for noobs like me, thanks!
Nice man, thanks.
Thank you!
OMG, THIS IS WHAT I NEED
While the effect works, it also makes the models essentially unlit. In dark areas the model is still completely bright, and color lights have no color effect on the model. I'm using UE4.25 btw.
Do you think blueprints can solve this with like decreasing the emission?
Why have the outline in the thumbnail bit not in the video.
very cool friend!
THANKS SO MUCH
I tried to make a Cel-shading material, that leant from Unreal Engine, I didn't really like it because it kept putting these think black lines in the sky, the thumb nail of the video is of cow.
thx a lot matt
dude, you're awesome
is there a reason that all the textures containing a metallic value just turn black?
There's a video by PrismaticaDev explaining how to use metallic with this style cel shader. Basically you hijack the specular channel and use that as your metallic. Watch his video though, he explains very well
Hey, where is the outline?
After an hour of searching, I finally found a video showing how to do this, thanks!
Side note: is there an easy way to also add those black lines around the model edges, anime style? I’m recreating a colored manga cover scene in 3D.
now if you had a day night cycle how would you make it so you arent glowing during the night
Do you know how to add multiple levels of grayscales? So that there isnt just the on and off switch, but rather, there are 3 or even 5 shades, the toon shader will create?
This might be a tall order, but does anyone know how to create a cell shader that also interacts with scene lighting? I know that would be a complicated math equation to both determine RGB values (RBG as in if you have a red light in your scene and that affects your character's shading) as well as the actual tone, but if it exists that would be super helpful. Thank you
Hey great tutorial! How do I fix it for cell shading at night tho? looks bad..
How do I make harsher black shadows similar to No More Heroes/Killer 7?
Great video. After a few minutes and one particularly annoying error I got it running. How ever I do not seem to have any shadow at all. It makes the scene look flat and unappealing. Has anyone came across this issue and got past it. If so how was it fixed?
Would this method also have the lighting on the character change based on where the light source is pointing?
Yes you can already see it I. The way the shadows are dynamic
(in UE5) i have a water zone and the Cel-Shading effects this, and turns it Grey, is there a way to avoid this without Passing everything through "render Custom Depth" in details
Thanks, This is exactly what I was looking for. I just have a small problem. The celshading turns my water white and my guns are extremely dark now. Does anybody know a fix for that?
Yeah I have a similar issue… My cel shading is causing things to sometimes disappear like Niagara effects, but my biggest issue is low lighting at night. The things that don’t have cel shading look black and sometimes things that do are black. It also caused everything at night to be super bright looking like I’m looking at it in the day time when it is night time. Also sometimes cel shading is getting added to objects automatically when it isn’t supposed to.
any tips on reflections? and night time dont work
For anyone that followed the tutorial and is not managing to make the "render custom depth" to work on selected objects, know that the property does not work on Nanite Enabled meshes. A bit inconvenient, but not the end of the world.
hmm, is there a reason why the shadows on the cube looks wrong with the shader is applied?
also is there a way to increase rendering distance? The post process only goes so far
is there a way to do the infinite extent where it makes the whole level cel shaded, in unity? please help I've been searching everywhere and this is the exact look i want my game
Is it possible to do that on Foliage? My Foliage does not have "Render CustomDepth Pass" option.
Hi! Is there a way to trigger a shader only on objects that the user is currently looking at, using a line trace? Thank you for the tutorial!
How does this look at night lighting`?
It works great on most of my objects, but it breaks some materials and stops them from rendering, is there anything in the blueprints that could be messing with other materials?
i have 5.4.1 and i dont see the "before tone mapper"
I got it working exactly like the tutorial, but if I want the color of the scene lighting to affect my objects how can I enable that?
How do I change the thickness of outlines on stuff
Hi , Great Tutorial
i have a problem that i couldn't fix , when i connect the "if" node to emissive color i get an error and it doesn't work , can you plz help with this ?
I hjave colorthe same problem... The error is: Failed to compile AGreaterThanB input. Did you managed to make it work?
That was a great tutorial, but connecting the Lighting Buffer If output straight to the Emissive Colour, just like you did at the end, still leaves my sky black. Any idea why? I re-watched 5 times and followed your steps precisely, but it's still not working. I'm using Unreal 5.3.1
I don't have "before tone mapping"
before tonemapping option was remove in unreal 5.4 any fix?
@MattAspland this works but my assets are now dark how do I fix this
Just tried this tutorial on 5.4 and there is no blendable location "before tonemapping' anymore. There are "before bloom" and "before DOF". Any tips on what setting to use for this?
Ayo guys.. anyone know how Can I enable double sided and alpha in cell shader....I gotta mesh that has opacity in the basecolor. But not been able to use alpha....any help
While it works, sure, if your model is in the dark, it either gives off light or is full bright. I think this needs a rework
8:50-9:05-9:45
I did what you said, but, in my case there's two errors
1 says "Failed to compile AlessThanBInput"
While the other says "Missing If AGreaterThanB input"
How would you add this to just the third person character? Instead of just an object?
did you find a way?
how do i get it to work on low light? it looks kinda weird
hey i did this and the shadows are very wavy is there a way to fix it
I get an error when I drag the IF into the Emissive color. I dont know why..
i get an error when i connect the if" node to emissive color, The error is: Failed to compile AGreaterThanB input. Anybody can help please?
When I enable render custom depth nothing happens at all. Why is that?
Does this work in UEFN
Why is it that when I draw on the left and right sides of the canvas, I can draw smoothly, but if I want to draw on the top and bottom of the canvas, I need to raise the camera to a 180-degree angle to draw?
Hmmm.... seems to have just desaturated all the objects in my project, regardless of whether they have custom depth set or not.
SOMEONE knows how to add outlines?????
Hi there
Could you please help me with this, it's important
Whenever I click on (build all levels) the whole project crashes and kicks me out.
Because of it building lighting is not working, collusion is not working, the character is lagging while walking and the whole thing is unbearable
Please help 💔
Try building each one by themselves instead of all levels. Doing all at once could be too much for your PC. Unreal Engine needs a decent gaming type of PC with a lot of space to work properly otherwise it can cause major issues like crashing.
Hello guys , do you know if it is mobile compatible ? for android and ios i mean :) !
whelp this straight up didnt work for me. the if's are broken with an error and im getting a this will not render in my SM5 level error. FUN! and or help.
it messes up silver color. can you give a fix of that??
why i can't click the apply button?
LoL "Let's go all the way to the left, give ourselves plenty of space" ... STRAP IN!! It's about to get real!!!
It's work but i use chanel Opacity in Material. Help!
Just do what he did with the last portion of the code and only apply this to certain material while creating a whole different cel shading material that uses opacity for the object which isn’t for post processing.
Tried it but it made my character glow, don't know if it is supposed to do that but when ever i walked into a dark area it stayed lit up
hi! did you find a reason for this or how to bypass it?? im running into the same problem and its a bit inconvenient since our games supposed to be quite darkly lit :(
Seems very cool, but it's not working for me... Even tried it in a new scene with nothing else than a light and a cube but nope. I wonder if something changed in the engine since this video was made.
Thanks for the video anyway.
and where is the outline?
I don't think this works with substrate, at least, it didn't work for me, have 5.3, and half texture became either fully black or just completely white.
Bro its not working on Metahuman i mean only working at there cloths only
Where is the outlines???
It is so sad that I can't hit like twice..
This causes some weird issues with VFX
IDK WHAT I DID WRONG IT DOEST WORK ARGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
first
third
man this is freakin stupid why does epic remove functionality
Too basic, it does not work on a serious projects, cause it has no light information at all, so forget about using this approach on a game you rely on lights.