Thanks, great series of tutorials, very helpful, for those who have translucency in their scene, you need to change ''Before tonemapping'' to ''Before Translucency'', also make sure that your hatching textures are a multiply of 64 (128, 256...), otherwise you will have weird jittering even if your texture is tileable.
Thanks RUclips for coming in clutch with this recommendation. And thanks to you, Kamil, for this amazing series❤ While watching it I've noticed that once you bring up the base colour of the mesh it basically reveals true mesh form which can introduce a slight gap between the mesh and its swigly brushstroke outline. It can be adjusted based on the offset distance for the subtraction blending to minimise that gap, I guess. But would it be possible to use the lines shader for world position offset for the base colour material of the mesh? I suppose that, we would have to change the lines material to not be a post-processing one because world position offset is a vertex shader codr which comes before post-processing that is run in pixel shader. I'm planning on experimenting with it, but curious if you might have any thought on that. Thank you in advance😊
That's a good question Ilya. First of all you can't modify the mesh of any objects in your post process material. You won't be able to get any information about the lines in object materials either. The same method we used to deform/squiglify the lines can be used to deform the base color of the material. Yes the whole image will become "deformed", but maybe that's what you're looking for. Another option would be to use some masks to minimize "deformation" of the object and just keep it on the edges. Let me know how it goes.
Fantastic, Remarkable execution of this hatching idea. I notice that in the black and white view, you lose all color, but you also loose the detail within the texture of the wood floor, essentially making it into a "flat whiteboard" sort of look rather than something with depth within the texture. Is it possible for the hatching technique to render the actual texture of the floor in black and white but acheive the depth in the floor like in your examples with color? (Or something like that). I'm just wondering how the floor's textures can be rendered while using black and white.
Hello! Thanks for the awesome tutorial and the assets. I have purchased the asset but I have a question. The lights dont effect anything. They only make the shadows lighter. So I was wondering if it is possible to add colored crosshatches tot he really bright areas as highligts? Would you do a tutorial on that? And maybe give an example in the comments? :) Thankss!
Thank you for your kind words! So generally speaking, we are generating that black and white gradient to separate shadows. However, you're not limited to this. You could modify it or generate another one that includes highlights instead of shadows. Once you have that information, it opens up a wide range of possibilities. For example, you could create different crosshatching exclusively for the highlights.
Great tutorial! ❤ Does anyone know if there's a way to do this with unlit materials in the scene? I wanted to experiment with stuff like having certain meshes with unlit materials but when I set a material to unlit the mesh turns completely black...
You can do it in a post-process material instead of setting some materials to Unlit. In your post-process material, you can use SceneTexture:BaseColor (for lighting) or Diffuse, and use that as your Unlit base and at the end blend it with the lines on top.
HI, thank you very much for your great tutorial. In my case, I don't want my post process affect my landscape. How can I do that ? Because I see outline on the wireframe of the landscape. Maybe a custom stencil is the solution ? What do you think about ? Thx
Hi Victor, you can have one extra post process material that would take landscape stencil as mask. Check this tutorial if you need some direction: dev.epicgames.com/community/learning/talks-and-demos/JM/how-to-create-masks-with-the-custom-stencil-buffer-tips-and-tricks-unreal-engine
Hello can I get some help with. Excluding all three of the matierials on a charcter. Say I want the scene to look hatch but not a object in the scene. Still working with it.
Hi! The best way to achieve this is to use custom stencils. Assign stencils to the objects, then in the material, use stencil values to blend between the hatching look or the non-hatching look. For example, in the LIGHTHOUSE project, we used stencils to exclude water from the hatching effect: ruclips.net/video/P-Z6Wz0wP9o/видео.html
Love your videos! I have a question about mixing post process instances. I created your hatching shader and used the same principles to create a cel shader with just the curve, but when I add the two shaders (cel shader on top and hatching bottom of the post process materials) the scene becomes darker. How do I fix that?
The best way to do it is to use custom stencils and blend between the post effect and the original scene color. I've shown how to set it up in the lighthouse example: ruclips.net/video/P-Z6Wz0wP9o/видео.html
found a solution, I'm lerping the end result of the post process materials that are blocking the sky (if I remember only two of the post processes mats need it) with scenetexture:postprocessinput0 followed by an rgb component mask through color, then in the alpha of the lerp I'm using a step node with a scalar of a big number (ie 500000) as the y, and scene depth node as the x. this would basically tell the post process volumes "ignore what's really, really far away, like a skybox" giving back the sky
9:08 I'd love to see watercolor shaders!!
Thank you so much :) soon I will show results from my project
Thanks, great series of tutorials, very helpful, for those who have translucency in their scene, you need to change ''Before tonemapping'' to ''Before Translucency'', also make sure that your hatching textures are a multiply of 64 (128, 256...), otherwise you will have weird jittering even if your texture is tileable.
so good thank you for this great series
You're very welcome!
THANK YOU!
You're welcome!
@@HepnerKamil been wondering how to do this since your first video
@@SilasMckeeIII Sorry for the long wait 😌
@@HepnerKamil Oh no worries at all!
Thanks RUclips for coming in clutch with this recommendation. And thanks to you, Kamil, for this amazing series❤
While watching it I've noticed that once you bring up the base colour of the mesh it basically reveals true mesh form which can introduce a slight gap between the mesh and its swigly brushstroke outline. It can be adjusted based on the offset distance for the subtraction blending to minimise that gap, I guess.
But would it be possible to use the lines shader for world position offset for the base colour material of the mesh?
I suppose that, we would have to change the lines material to not be a post-processing one because world position offset is a vertex shader codr which comes before post-processing that is run in pixel shader.
I'm planning on experimenting with it, but curious if you might have any thought on that. Thank you in advance😊
That's a good question Ilya.
First of all you can't modify the mesh of any objects in your post process material. You won't be able to get any information about the lines in object materials either.
The same method we used to deform/squiglify the lines can be used to deform the base color of the material. Yes the whole image will become "deformed", but maybe that's what you're looking for. Another option would be to use some masks to minimize "deformation" of the object and just keep it on the edges.
Let me know how it goes.
Would love this for Godot
Fantastic, Remarkable execution of this hatching idea.
I notice that in the black and white view, you lose all color, but you also loose the detail within the texture of the wood floor, essentially making it into a "flat whiteboard" sort of look rather than something with depth within the texture. Is it possible for the hatching technique to render the actual texture of the floor in black and white but acheive the depth in the floor like in your examples with color? (Or something like that).
I'm just wondering how the floor's textures can be rendered while using black and white.
Yes it is possible! Sounds like a great idea for the next tutorial!
Hello! Thanks for the awesome tutorial and the assets. I have purchased the asset but I have a question. The lights dont effect anything. They only make the shadows lighter. So I was wondering if it is possible to add colored crosshatches tot he really bright areas as highligts? Would you do a tutorial on that? And maybe give an example in the comments? :) Thankss!
Thank you for your kind words! So generally speaking, we are generating that black and white gradient to separate shadows. However, you're not limited to this. You could modify it or generate another one that includes highlights instead of shadows. Once you have that information, it opens up a wide range of possibilities. For example, you could create different crosshatching exclusively for the highlights.
Great tutorial! ❤
Does anyone know if there's a way to do this with unlit materials in the scene? I wanted to experiment with stuff like having certain meshes with unlit materials but when I set a material to unlit the mesh turns completely black...
You can do it in a post-process material instead of setting some materials to Unlit. In your post-process material, you can use SceneTexture:BaseColor (for lighting) or Diffuse, and use that as your Unlit base and at the end blend it with the lines on top.
This will be used in my game reply if you want to see what it’s about
what is it about
HI, thank you very much for your great tutorial. In my case, I don't want my post process affect my landscape. How can I do that ? Because I see outline on the wireframe of the landscape. Maybe a custom stencil is the solution ? What do you think about ? Thx
Hi Victor, you can have one extra post process material that would take landscape stencil as mask. Check this tutorial if you need some direction: dev.epicgames.com/community/learning/talks-and-demos/JM/how-to-create-masks-with-the-custom-stencil-buffer-tips-and-tricks-unreal-engine
@@HepnerKamil Thank you, i'll take a look ! ;)
Hello can I get some help with. Excluding all three of the matierials on a charcter. Say I want the scene to look hatch but not a object in the scene. Still working with it.
Hi! The best way to achieve this is to use custom stencils. Assign stencils to the objects, then in the material, use stencil values to blend between the hatching look or the non-hatching look. For example, in the LIGHTHOUSE project, we used stencils to exclude water from the hatching effect: ruclips.net/video/P-Z6Wz0wP9o/видео.html
Love your videos! I have a question about mixing post process instances. I created your hatching shader and used the same principles to create a cel shader with just the curve, but when I add the two shaders (cel shader on top and hatching bottom of the post process materials) the scene becomes darker. How do I fix that?
I'd need to see your setup. Send me a priv message on social media.. I'll try to help
Hello can I get some help with. Excluding all three of the matierials on a charcter. Say I want the scene to look hatch but not a object in the scene.
The best way to do it is to use custom stencils and blend between the post effect and the original scene color. I've shown how to set it up in the lighthouse example: ruclips.net/video/P-Z6Wz0wP9o/видео.html
@HepnerKamil thank you , you've answered me on kofi!!. Thanks.
I'm sort of a beginner here, so maybe the answer to this is obvious, but how do I get the sky back? it's all black now.
found a solution, I'm lerping the end result of the post process materials that are blocking the sky (if I remember only two of the post processes mats need it) with scenetexture:postprocessinput0 followed by an rgb component mask through color, then in the alpha of the lerp I'm using a step node with a scalar of a big number (ie 500000) as the y, and scene depth node as the x. this would basically tell the post process volumes "ignore what's really, really far away, like a skybox" giving back the sky
Good Job! Yes that, what I would suggest to do. Thanks for sharing!
@@lt.facepalm9566 Thank you so much! This saved me
is there a way to reduce the jittering during motion that occurs?
Have you tried to turn off the motion blur?