I clicked on this video with very little endeavor into Unity, This sub count is shockingly low given your charm and sincerity. consider me a new fan ^^
The coolest part is - you can feed this through a lerp and control the alpha with your metallic maps if you already have them to narrow down the focus of the effect. :D Or just use any old alpha so you can mix metallic and non-metallic parts of the same material. It looks super good, thank you so much for this video. :)
Bro, if you are a smoothbrain then I am a goddamn ant. Love your tutorials! FYI, this art style is exactly what I've been searching years for, so thanks for that~
Another quick question. What goes into the multiply in the A with the white tint? I assume its a diffuse color scene texture, but I dont know where its coming from
Hey I've noticed you also think about nighttime for your game.... You could ditch the if train of the cel shader and instead truncate the desaturated PP0 into 100 steps at once. (you'll need to fiddle with powers to stretch the light into an even 0-100 range, truncate the result and reverse the previous math) In my case I'm left with 100 step Cel shading that only shows 3-5 steps at once but in the whole range between 0.001lux and 3 lux sunlight. Its a much much cleaner shader graph that has the stepcount as a single variable and it will always stay true to the original shading since it just truncates whats truely there.
I thought about doing a truncation, but I need the extra control over the bands so that I can balance them in certain lighting situations. I also decided to go with 8 bands because it covers a nice range of luminosity but keeps the true Cel-shader aesthetic :)
hii i am very new to ur channel and i am sorry if you’ve already made a vid about this but i notice that the brick textures behind the statue have green highlights and purple shadows. is that a texture thing or something inside the shader? i really want to color the highlights and shadows for my world but i have nowhere to start lol. thank u for the vids!!!
Hello, thank you for the tutorial, When I multiply by 100 The Brightness eats all the Colors, And I have to multiply by 0.1 the Have best Color definition, I m on UE 5.4 they take out the "Before Tonemapping" so I have to use the "Before Bloom", any Idea on how to fix the multiply by 100 Problem? Thank you again for your time
Looking Great... Thanks much much for great Tutorials.. I am a beginner and also starting my own Action Adventure game... I use Blender for Modelling, Zbrush Core for sculpting, and 3D coat for Retop.. But, for building large levels manually, i am not sure how long it takes? Seems intimidating for me.. Any tips? Should i have to go procedural approach? and What software you use to build huge open worlds?
@@I-MM-O-R-T-A-L No, you can keep the lights there (although you won't actually need them) you just have to plug the Diffuse in to the Emissive output of the post-process material :)
So, this may be messing up something I don't understand, but wouldn't it actually be much easier to just multiply the specular of materials you want to be reflective rather than multiplying it in the shader and then dividing it in the materials?
@@PrismaticaDev Thank you! When I first wrote this comment, I'd just finished multiplying it by values in the 0-1 range and finding a similar effect. But then I tested it more, and found I couldn't get any really bright shine to my materials, and so I really appreciate you explaining _why._ The main issue I have with this method, that makes me question whether it's necessarily worth the trouble, is that because so many materials have .5 specular by default, it makes it difficult to use any starter assets. For instance, the default third person assets all have a default Specular of .5 and no easy way to change it in their materials. And any material I make has to be manually set to have a specular value of 0. Do you know if there is there any way to get access to the parent class of materials and set the default specular to be 0 rather than .5?
Yeah I'm totally lost in these blueprints. He's moved things around and doesn't zoom out. Plus there's stuff in there that I have no idea what they're there for or why he has it.
hey thank you and please machine learning video please.You will make first this ue4.Unity has a lot of source but ue4 hasnot this machine learning.Sorry I am stduying for true english
This method works great, looks good, but unfortunately, having to set the specular to 0 for every material doesn't scale well. I would love to use this, but I ended up just taking it off bcz of the amount of materials I had to change.
@@storeboughtrocketgames2560 you could try an IF node after the specular input in the post process material and plug 0 in to the greater than and less than inputs, but then leave the specular going in to the = input
@@PrismaticaDev I tried what you proposed and hooked up the If note in any imaginable way possible, but no dice. All objects with default spec are either completely blown out or black.
Hello! Small question I have about the specular/metallic portion of this and the blinding white light I'm aware that adjusting the metallic/specular values on an object (I'm assuming material/material instance?) is the key to ensuring that this works, however as I am only in the stage of using engine-based content (Mannequin, default floors), it's difficult to find where these values are on the materials or the objects themselves. Do you have any tips for this?
Hey there! Unfortunately there isn't really a quick-fix other than making your own materials and swapping them out in your level/character. You could try excluding the -exact- value of 0.5 from the specular input into the post process which would work for most default materials, but I'm not sure if the default grey materials have different specular values etc
prismatica is going to be the new triple-A game made by 2 people. Looking forward to the devlog explaining the story
I don't use shaders very often but I still watch your videos cuz you are the best teacher of UE, it's like you are the brackeys of UE.
he even kind of looks similar
Thank you! Prismati-Cel Shader looks beautiful!
Joe who???
Thanks so much :) Hope you find it useful!
Your cel shader tutorial filled me with motivation to actually work on my game finally, tha k you friendo
I clicked on this video with very little endeavor into Unity,
This sub count is shockingly low given your charm and sincerity.
consider me a new fan ^^
I've only been on RUclips for a little while, I'm extremely happy with how the channel is growing :) Glad you enjoyed the video!
The coolest part is - you can feed this through a lerp and control the alpha with your metallic maps if you already have them to narrow down the focus of the effect. :D Or just use any old alpha so you can mix metallic and non-metallic parts of the same material. It looks super good, thank you so much for this video. :)
Exactly right! Hope you have fun with this :)
Just what I wanted,thank you.
Glad to hear it!!
Wow I'm impressed, this is a very clever trick, amazing, thanks for sharing! ♥
Also I'm happy about the new patreon tier, I will be using it too :)
So glad to hear that my friend :) It's a bit of a hacky solution but hey, IT WORKS haha
Love the content as always my guru!
Hey ! Great tutorial but kinda lost in the material process, the param cube and shininess doesn't seem to work for me :/
Bro, if you are a smoothbrain then I am a goddamn ant. Love your tutorials! FYI, this art style is exactly what I've been searching years for, so thanks for that~
been waiting for this thanks :D
Hope you enjoy the results!!
Another quick question. What goes into the multiply in the A with the white tint? I assume its a diffuse color scene texture, but I dont know where its coming from
Thank you so much for this
No wukkas, was a long time coming haha
Hey I've noticed you also think about nighttime for your game....
You could ditch the if train of the cel shader and instead truncate the desaturated PP0 into 100 steps at once. (you'll need to fiddle with powers to stretch the light into an even 0-100 range, truncate the result and reverse the previous math)
In my case I'm left with 100 step Cel shading that only shows 3-5 steps at once but in the whole range between 0.001lux and 3 lux sunlight.
Its a much much cleaner shader graph that has the stepcount as a single variable and it will always stay true to the original shading since it just truncates whats truely there.
I thought about doing a truncation, but I need the extra control over the bands so that I can balance them in certain lighting situations. I also decided to go with 8 bands because it covers a nice range of luminosity but keeps the true Cel-shader aesthetic :)
Holy Crap he did it! The madman! Thank you very much!
I try, I try haha. Thank YOU very much :)
G.O.A.T.
Baaaaa
hii i am very new to ur channel and i am sorry if you’ve already made a vid about this but i notice that the brick textures behind the statue have green highlights and purple shadows. is that a texture thing or something inside the shader? i really want to color the highlights and shadows for my world but i have nowhere to start lol. thank u for the vids!!!
@@brook4080 hey hey! It might just be the post-process colour grading. You can adjust the colour of the highlights and shadows of the entire image :)
YES.
Woohoo! Hope you dig it :)
Hello, thank you for the tutorial, When I multiply by 100 The Brightness eats all the Colors, And I have to multiply by 0.1 the Have best Color definition, I m on UE 5.4 they take out the "Before Tonemapping" so I have to use the "Before Bloom", any Idea on how to fix the multiply by 100 Problem? Thank you again for your time
Have You Fixed this? If yes please share your Workarounds!!!
@@rahulnmahajan7224 I don't, sorry still waiting :(
What goes into the multiply in the A with the white tint? I assume its a diffuse color scene texture, but I dont know where its coming from
Ah yep diffuse colour I’m pretty sure. Do you know what time it appears in the video?
@@PrismaticaDev 5:05 the video does not show clearly :/ :/ :/
@@patrick_fbx yep, Diffuse Colour scene texture as per part 1 of the cel shader videos :) let me know if anything else pops up!
Looking Great... Thanks much much for great Tutorials..
I am a beginner and also starting my own Action Adventure game...
I use Blender for Modelling, Zbrush Core for sculpting, and 3D coat for Retop..
But, for building large levels manually, i am not sure how long it takes?
Seems intimidating for me..
Any tips? Should i have to go procedural approach? and What software you use to build huge open worlds?
for some reason when i plug multiply result into the A divide my sky box just turn black
Do you know how i can show all of the things in the level exactly like they are in the Unlit view ?
Hello! Yes, if you make a Post Process material and just plug the Diffuse Colour scenetexture in to the output, you'll get Unlit Mode :)
@@PrismaticaDev I will have to remove all the lights from the level?
Also can you explain me the connections correct? I’m a newbie :(
@@I-MM-O-R-T-A-L No, you can keep the lights there (although you won't actually need them) you just have to plug the Diffuse in to the Emissive output of the post-process material :)
@@PrismaticaDev I have done it in the editor but when I package the project everything is black. It is a VR project. Why is this happening?
1:35 how have you done a Button in a Blueprint like this?
On your event or function, enable the "call in editor" option
So, this may be messing up something I don't understand, but wouldn't it actually be much easier to just multiply the specular of materials you want to be reflective rather than multiplying it in the shader and then dividing it in the materials?
That would be the ideal solution, however the Specular buffer has a range of 0->1 so anything above 1 would be truncated
@@PrismaticaDev Thank you! When I first wrote this comment, I'd just finished multiplying it by values in the 0-1 range and finding a similar effect. But then I tested it more, and found I couldn't get any really bright shine to my materials, and so I really appreciate you explaining _why._
The main issue I have with this method, that makes me question whether it's necessarily worth the trouble, is that because so many materials have .5 specular by default, it makes it difficult to use any starter assets. For instance, the default third person assets all have a default Specular of .5 and no easy way to change it in their materials. And any material I make has to be manually set to have a specular value of 0.
Do you know if there is there any way to get access to the parent class of materials and set the default specular to be 0 rather than .5?
What version of Unreal are you using >
I'm using 4.27, although this video was recorded with 4.26 :)
I don't understand much but this was very interesting
How to add post-process material for one object, not for all scene?
Heya Dagon! You can use Custom Depth to exclude certain objects from a post process. I cover this in my original Cel-Shader video towards the end:)
@@PrismaticaDev thanks a lot.
Where does one get a cubemap? o_o
You can find the one I use by enabling Engine content :) Otherwise you could find some online or find a Generator online
@@PrismaticaDev ah ok thanks for the tip!
@@PrismaticaDev What Engine content?
Can you share the blueprints with the fixes? Thanks.
Yeah I'm totally lost in these blueprints. He's moved things around and doesn't zoom out. Plus there's stuff in there that I have no idea what they're there for or why he has it.
Where's your patreon?
OOPS! Linked in the description now haha
patreon.com/prismaticadev
hey thank you and please machine learning video please.You will make first this ue4.Unity has a lot of source but ue4 hasnot this machine learning.Sorry I am stduying for true english
Charlie is not a programmer so this ain't gonna happen xD
This method works great, looks good, but unfortunately, having to set the specular to 0 for every material doesn't scale well. I would love to use this, but I ended up just taking it off bcz of the amount of materials I had to change.
You could add an exclusion for exactly 0.5 (default specular value)
@@PrismaticaDev Wow, I'm impressed you're still answering questions on this video. How would I go about checking the specular value to exclude it?
@@storeboughtrocketgames2560 you could try an IF node after the specular input in the post process material and plug 0 in to the greater than and less than inputs, but then leave the specular going in to the = input
@@PrismaticaDev I tried what you proposed and hooked up the If note in any imaginable way possible, but no dice. All objects with default spec are either completely blown out or black.
@@PrismaticaDev That works, but I lose the metallic effect when I do that.
Hello! Small question I have about the specular/metallic portion of this and the blinding white light
I'm aware that adjusting the metallic/specular values on an object (I'm assuming material/material instance?) is the key to ensuring that this works, however as I am only in the stage of using engine-based content (Mannequin, default floors), it's difficult to find where these values are on the materials or the objects themselves. Do you have any tips for this?
Hey there! Unfortunately there isn't really a quick-fix other than making your own materials and swapping them out in your level/character. You could try excluding the -exact- value of 0.5 from the specular input into the post process which would work for most default materials, but I'm not sure if the default grey materials have different specular values etc
First
First
@@PrismaticaDev bit late for that now lol
How do i add in the lightning calculation 🫠😭
🙏
First
nope
First