If you want to see more tutorials like, Please consider supporting the channel and download Unreal Engine 5.2 Upgraded Project files from the link. Thank you all very much. Link : www.patreon.com/posts/38620367
4:36 New Post Process Material 5:31 Object Material, matte, fully rough 6:27 Cel Shading (Shadow and Color) post process 14:41 Shadow Pattern 20:21 Outline 25:48 Rim Glow 29:09 Fresnel saturate
Just want to say I really love your teaching style- It was very helpful when you showed us what each combination of nodes looks like when it's isolated as the emissive. Thanks again and I just became a patron :)
Thank you THANK you THANK~YOU! You have so much improved my choppy toon shader! This is the shader of my dreams. And you made it free! OMG! I am so buying you a coffee or whatever on payday! I am over the moon with this! I'll look at all your videos. You are now on my sub and examine list. I can't wait to get this implemented! I love how you don't need custom depth and can use it to mask out the character's shadows. Remembering custom depth can be a royal pain in the rear. Edit: I didnt like how your lines so I adapted my own to fit. I figured out how to divide my system's lines a while ago to try out diffeent shaders. Although yours is very nice the black lines in the distance and the black shadow messes with stuff. Unless I did it wrong, of course.
Your workflow and explanations are excellent! Thank you for this tutorial; I really like how you'd show things for debugging your style, like how to mask the sky at around 12:25. Love it!
Oh,,, my............... Amazing!!! you're AMAZING!!! thanks... THANKS!!! i've been following your work for a while, so many great tutorials but this... my favorite by far. Realy aprecciate your work so now i realy need to show this vídeo to anothers UE4 brazilian users, right now!! again, thanks!!right in the spot
I actually used this to get a shadow pass out of my scene. I'm still learning and this was so helpful Edit: I've since commenting this, come back and taken MORE information for another project where I wanted to get a "wash" of color in shadowed areas. So helpful!
@@g-lurk I can't speak to the entire process: I was specifically trying to isolate the shadows to use as a mask for a post process effect I wanted to crank in the shadows only.
Unfortunately those solutions to get "shadows" or "Lit" areas in PP are works only until you have some area where SSR are appear. In those area "shadows" sometimes will dissapear (depend of what exactly are reflecting) and appear again when SSR will fade off. But yeah, for materials without SSR at all its nice and pretty clean solution :)
This is amazing thank you for sharing! Simple and easy to follow. I would love to see you make a stylized shader thats like breath of the wild or something more stylized!
How are you able to get this effect to extend so far in your world? Even with Unbound checked, I will zoom out and parts of my world are unaffected by the post process, like there is a limit on the max radius of the post process volume
Hi there, just trying to get to grips with the post process volume. Mine doesn't seem to have any of the Rendering Features options when I drag it in to my scene. Any idea how to get them to show? Cheers.
Hello. great tutorial!!!!! But i have an issue i hope you can help me with. once everything is done i still have the far distance looks normal as without the postprocess. (although my postprocess is all over the map) only when i go near it it gradually shows the effect. is there something wrong with my distance node? or is it the masks? can you help me? Unfortunately Cant attach pics. thank you
I’d like to be able to mask some objects/textures from the post process effect (such as lasers that shouldn’t have an outline). From what I’ve gathered I need to add a stencil node someplace, but I’m not sure where I would add it in?
This is great and very well documented Thanks! One question. When I apply my WorldAlignedTexture I get sliding texture as soon as the camera moves in the viewport. For me it makes sense as we are doing a post process screen based but It looked like your texture is not affected by the camera movement (16:10) and I can't understand what it the trick!
Very nice Tutorial.. Thanks a lot.. Can you please tell me .. how to add glow and bloom properties in Post Processing Material Blueprint? I am using it for interior and few objects needs to glow .. Thanks a lot
Awesome tutorial!! thank you so much. How can I adjust the shadows on the face of my character without using the Shadow Cutoff since I don't want to affect the scene just the character.
Hello, this is definitely interesting, however, I was wondering if any changes to this would be necessary to support the shadowmap material function from the Unreal Engine Marketplace? Because my game is using that rather than actually dynamic shadows so I was wondering if what's used here would apply to that in some capacity?
Is this cast the shadow?? Which version You used for this? I'm using Ver 4.20, I've tried about 5 tutorials on yotube but all Problem is no shadow cast after put the cel shading. I hope this tutorial works :(
Una duda, hay uno igual q sacaron un poco mas sencillo pero el gran problema que note, es cuando intente hacer efectos con emisivo u otros efectos con tranparencia, invisivilidad...etc no sale bien y el problemas es que choca con el emisivo del postproceso - material de ue4 con su emisivo,,,,,, al final no se puede hacer efectos de material con el escenario de caricatura.....alguna recomendación A doubt, there is one just like they got a little easier but the big problem that I notice is when I try to make effects with emissive or other effects with transparency, invisibility ... etc, it does not go well and the problem is that it collides with the emissive of the post-process - ue4 material with its emissive ,,,,,, in the end you cannot make material effects with the cartoon scenario ..... any recommendations
Hello, for some strange reason, I am getting an error when I attempt to connect the Mask node to the Lerp node as demonstrated at 13:44. Is there a solution to this?
I have a request, Can you make a tutorial on "How to trigger Debris falling when the player comes near it?" I am developing a game, so I need some help!
If you want to see more tutorials like, Please consider supporting the channel and download Unreal Engine 5.2 Upgraded Project files from the link. Thank you all very much.
Link : www.patreon.com/posts/38620367
4:36 New Post Process Material
5:31 Object Material, matte, fully rough
6:27 Cel Shading (Shadow and Color) post process
14:41 Shadow Pattern
20:21 Outline
25:48 Rim Glow
29:09 Fresnel saturate
This is amazing you're so admirable for having such cool ideas and sharing your knowledge thanks man!
Just want to say I really love your teaching style- It was very helpful when you showed us what each combination of nodes looks like when it's isolated as the emissive. Thanks again and I just became a patron :)
Hi, thanks for the support
You're the best tutorial page on TH-cam! I've learnt so much that I've remembered for future projects
It's interesting there are so many ways to come at a similar endpoint, that outline method is new to me.
Thank you THANK you THANK~YOU! You have so much improved my choppy toon shader! This is the shader of my dreams. And you made it free! OMG! I am so buying you a coffee or whatever on payday! I am over the moon with this! I'll look at all your videos. You are now on my sub and examine list. I can't wait to get this implemented! I love how you don't need custom depth and can use it to mask out the character's shadows. Remembering custom depth can be a royal pain in the rear.
Edit: I didnt like how your lines so I adapted my own to fit. I figured out how to divide my system's lines a while ago to try out diffeent shaders. Although yours is very nice the black lines in the distance and the black shadow messes with stuff. Unless I did it wrong, of course.
Your workflow and explanations are excellent! Thank you for this tutorial; I really like how you'd show things for debugging your style, like how to mask the sky at around 12:25. Love it!
I made sure to watch all the ads through 100% for ya too; hope it helps! :D
Oh,,, my...............
Amazing!!! you're AMAZING!!! thanks... THANKS!!!
i've been following your work for a while, so many great tutorials but this... my favorite by far. Realy aprecciate your work so now i realy need to show this vídeo to anothers UE4 brazilian users, right now!!
again, thanks!!right in the spot
I actually used this to get a shadow pass out of my scene. I'm still learning and this was so helpful
Edit: I've since commenting this, come back and taken MORE information for another project where I wanted to get a "wash" of color in shadowed areas. So helpful!
are you following this tutorial in UE5.1, by chance?
@@g-lurk I did. Why?
@@taylorraiford1780 just confirming it works on ue5.1!
@@g-lurk I can't speak to the entire process: I was specifically trying to isolate the shadows to use as a mask for a post process effect I wanted to crank in the shadows only.
such an amazing tutorial, great pace even for a complete beginner!!!!!!!!!
Very nice work. Thank you so much
thanks for sharing. this is really cool to play with in my level
Unfortunately those solutions to get "shadows" or "Lit" areas in PP are works only until you have some area where SSR are appear. In those area "shadows" sometimes will dissapear (depend of what exactly are reflecting) and appear again when SSR will fade off.
But yeah, for materials without SSR at all its nice and pretty clean solution :)
Thank you so much for this tutorial :)
Thanks, I learned quite a lot !
This is amazing thank you for sharing! Simple and easy to follow. I would love to see you make a stylized shader thats like breath of the wild or something more stylized!
Thanks!
Thanks.
How are you able to get this effect to extend so far in your world? Even with Unbound checked, I will zoom out and parts of my world are unaffected by the post process, like there is a limit on the max radius of the post process volume
does the shader respect the tint and shading of nearby lights such as campfires? Most solutions lack those.
I have some uneven and pixalated shadows how can i solve that?
How to use this with water plugin?
Now my water is black lol.
thank for ans.
this is the best!
Thanks, love your work, very helpful!
Hi there, just trying to get to grips with the post process volume. Mine doesn't seem to have any of the Rendering Features options when I drag
it in to my scene. Any idea how to get them to show? Cheers.
Nice Video Thanks - i have a Question - Can tell plz do u have any idea about the Shadow Catcher on Surface in Material? I or any else idea?
Hello. great tutorial!!!!!
But i have an issue i hope you can help me with.
once everything is done i still have the far distance looks normal as without the postprocess. (although my postprocess is all over the map)
only when i go near it it gradually shows the effect.
is there something wrong with my distance node? or is it the masks?
can you help me?
Unfortunately Cant attach pics.
thank you
Great tutorial (as always) thanks so much! :)
thanks man. very useful to me
Thats gold! Thank you!
This Is amazing
you're my hero
I am trying to create a post process material where stencil 1 does not cast shadows on stencil 2. Is that even possible ?
Nothing in my array to start with, too confusing to follow, needs subs
Hi, great tutorial! I was wondering if there was a way to exclude a mesh from the outlines?
Custom depth mask or stencil
@@UnrealCG Hi, thanks for replying man! I tried the stencil but it doesn't work.
PS. I'm new at Unreal
Thank you so much
I’d like to be able to mask some objects/textures from the post process effect (such as lasers that shouldn’t have an outline). From what I’ve gathered I need to add a stencil node someplace, but I’m not sure where I would add it in?
Is your Lazer translucent ?
This is great and very well documented Thanks!
One question. When I apply my WorldAlignedTexture I get sliding texture as soon as the camera moves in the viewport. For me it makes sense as we are doing a post process screen based but It looked like your texture is not affected by the camera movement (16:10) and I can't understand what it the trick!
Great tutorial but does anyone know how to make a non-white light work on this?
I implemented it and it works great, I'm having problems making it work on android, can I get some help?
does this reduce the performance demand of the game? Like does it lead to people being able to play it on low end hardware?
awesome!!!
is this video applicable on ue5?
Very nice Tutorial.. Thanks a lot.. Can you please tell me .. how to add glow and bloom properties in Post Processing Material Blueprint? I am using it for interior and few objects needs to glow .. Thanks a lot
Awesome tutorial!! thank you so much. How can I adjust the shadows on the face of my character without using the Shadow Cutoff since I don't want to affect the scene just the character.
Where you learned anbout creating materials in ue4?
i would love to know that too, since all the stuff i find on their page is kinda not helpful
Gold
my outlines only go over the horizon and the top half of character either that or i glow very bright lol it worked the other day but not today
great tutorial,
does this work with static lights as well ?
and is it compatible in mobile device ?
thanks a lot for your great tutorial.
How do I use this with night map? it's good for day time maps.
Hello, this is definitely interesting, however, I was wondering if any changes to this would be necessary to support the shadowmap material function from the Unreal Engine Marketplace? Because my game is using that rather than actually dynamic shadows so I was wondering if what's used here would apply to that in some capacity?
I am not aware of that shadow map material function. But if you can extract those shadows in post-process material then this would work.
awesome tutorial but is there a way to get this to work with the forward render, cant use gbuffer :(
Is this cast the shadow??
Which version You used for this? I'm using Ver 4.20, I've tried about 5 tutorials on yotube but all Problem is no shadow cast after put the cel shading. I hope this tutorial works :(
Una duda, hay uno igual q sacaron un poco mas sencillo pero el gran problema que note, es cuando intente hacer efectos con emisivo u otros efectos con tranparencia, invisivilidad...etc no sale bien y el problemas es que choca con el emisivo del postproceso - material de ue4 con su emisivo,,,,,, al final no se puede hacer efectos de material con el escenario de caricatura.....alguna recomendación
A doubt, there is one just like they got a little easier but the big problem that I notice is when I try to make effects with emissive or other effects with transparency, invisibility ... etc, it does not go well and the problem is that it collides with the emissive of the post-process - ue4 material with its emissive ,,,,,, in the end you cannot make material effects with the cartoon scenario ..... any recommendations
You have to put the blendable location before translucency rather tan before tonemapping
where do you get these ready assets? please answer this.
Hello, for some strange reason, I am getting an error when I attempt to connect the Mask node to the Lerp node as demonstrated at 13:44. Is there a solution to this?
are you enabling the blue channel on the mask?
Is there any way to make this affect the models only?
With the custom stencil, you can use different values to make different configurations for the shader per value.
cool
Bro please just shorten it it’s too long
9:56
thanks i just sub to patron
Thank you.
I have a request, Can you make a tutorial on "How to trigger Debris falling when the player comes near it?"
I am developing a game, so I need some help!