Outline turned out pretty good. If you want a really simple solution, (haven't worked much in VR, so unsure if it'd cause a problem or not).. But Unreal 5.4 has a neat little feature called Overlay Material, that overlays a material over an object. It's a setting that only appears on the selected object when it's in-engine. Just make a Translucent Material create an Add node (Parameter the two vectors [1] & [1], or adjust as you please) and a Fresnel Node (Parameters on Exponent [~4] & BaseReflect [~0.01], adjust as you please) plug them into a Multiply (A & B respectively) then plug that into Opacity. Plug a Material Expression that's black (or any colour you want) into the Base Colour (or the Emissive Colour, if you want to) Select your object in the viewport Scroll down to "Overlay Material" (or search for it) And apply the Overlay Material to it. I know there's also a Blueprint Node for it, so I know you can set it up that way.
cool stuff! i love neat and creative solutions that seem like they're held together by nothing more than hopes and dreams, but then end up working out really well like this!
I always appreciate when someone makes something cool and then shares the process in which they did it. I wish more game developers did this. It helps us all grow and make awesome things! Thank you!
I like this. I have a 3D scroller. Im trying to make a half tone look that isn't blurry or dizziness. While the camera is steady moving forward. Im going to try this.
The only issue with putting the stipling into the material is now it curves over the form. The print dots should be drawn to a screenspace matrix, which is a major reason ppl tend to lean on postprocess.
I originally had it set up that way (but in the material) - and while I agree with you for a flat-screen game, it was a little bit too trippy/wonky for VR.
Cool! I used that exact same outline technique in one of my own projects and I wondered why nobody else was doing it like this. Turns out someone had the same idea :D
Haha that's awesome! I can definitely see how it'd be a niche solution, though - things could get weird with objects that interact more with the environment 😆
@@CFMakesThingsIn my case the outline is very thin. The thinner it is, the less offset is needed, so I was able to find a good balance. It definitely looks better than how the inverse hull method would interact with the environment!
It was only a one off for this specific unlockable item in the game - so nothing planned 😅 (but I'll never say never!) I'd suspect more people would be better off just using post-processing if I'm honest, though.
That's just a particle effect using a sprite sheet I made. I briefly mentioned it in the video, but I made that in After Effects - then exported the animation as a sprite sheet using a plugin from AEScripts.com called Sheetah
@@bulldog1268I would imagine not, he’s spent a long time on the game and even though he didn’t have to pay employees he still should be payed for the time he used to make the game that could’ve been used for other things
Outline turned out pretty good.
If you want a really simple solution, (haven't worked much in VR, so unsure if it'd cause a problem or not)..
But Unreal 5.4 has a neat little feature called Overlay Material, that overlays a material over an object.
It's a setting that only appears on the selected object when it's in-engine.
Just make a Translucent Material
create an Add node (Parameter the two vectors [1] & [1], or adjust as you please)
and a Fresnel Node (Parameters on Exponent [~4] & BaseReflect [~0.01], adjust as you please)
plug them into a Multiply (A & B respectively)
then plug that into Opacity.
Plug a Material Expression that's black (or any colour you want) into the Base Colour (or the Emissive Colour, if you want to)
Select your object in the viewport
Scroll down to "Overlay Material" (or search for it)
And apply the Overlay Material to it.
I know there's also a Blueprint Node for it, so I know you can set it up that way.
cool stuff! i love neat and creative solutions that seem like they're held together by nothing more than hopes and dreams, but then end up working out really well like this!
I always appreciate when someone makes something cool and then shares the process in which they did it. I wish more game developers did this. It helps us all grow and make awesome things! Thank you!
That's the goal with the channel - I'm always working on stuff, so I figured it'd be fun to share the behind the scenes 😄
I also think it turned out pretty cool.
Awesome tutorial, with great production value!
That's an interesting approach that I never thought of. It looks great!
wow, what a master! very cool!
Great video, you explained this so well! Love the use of a gradient to create different dot sizes!
This as post processing would be epic! Love how it looks. I might have a fun project to do haha
Great video. This is high quality for game development. I have no idea how I would ever do this but still a great tutorial.
Nice tutorial, as always ^^ Thank you sir
Sick, great as always Chris
I like this. I have a 3D scroller. Im trying to make a half tone look that isn't blurry or dizziness. While the camera is steady moving forward. Im going to try this.
Underrated channel! Keep it up!
I appreciate it!
The only issue with putting the stipling into the material is now it curves over the form. The print dots should be drawn to a screenspace matrix, which is a major reason ppl tend to lean on postprocess.
I originally had it set up that way (but in the material) - and while I agree with you for a flat-screen game, it was a little bit too trippy/wonky for VR.
Sooooo clean!
Cool! I used that exact same outline technique in one of my own projects and I wondered why nobody else was doing it like this.
Turns out someone had the same idea :D
Haha that's awesome! I can definitely see how it'd be a niche solution, though - things could get weird with objects that interact more with the environment 😆
@@CFMakesThingsIn my case the outline is very thin. The thinner it is, the less offset is needed, so I was able to find a good balance.
It definitely looks better than how the inverse hull method would interact with the environment!
Looks great
This is Awesome! Did you have any resources help you along the way?
This looks cool! I'm surprised you didn't make any lighting changes for it to work
It's a simple arcade game with one overhead light anyway, so faking a directional light in the shader matches that pretty effortlessly 😅
Hey can you put a link to the doted gradient texture you show at 1:09 ? How did you do it exactly? I don't get anything near to it.
Thanks Buddy
Can you do more Cel Shading tutorials on Unreal Engine 5? They’re so rare. We wanna know what techniques to use on UR5
It was only a one off for this specific unlockable item in the game - so nothing planned 😅 (but I'll never say never!)
I'd suspect more people would be better off just using post-processing if I'm honest, though.
Very Cool.
Thanks for the wonderful tutorial! I have a question Is there any way to make glow outline like the thumbnail for this video?? Like a backlight
I'm sure there is a way, but I have no idea sorry 😅 - that was just to make the outline more visible on a dark background on the thumbnail
Can you please show how you created the texture? i am a littile bit confused.
The one part kinda looks like a rocket engine, maybe if you punch fast enough flames shoot out?
Awesome! Your tutorial has been a huge help. How did you do the pow pop up?
That's just a particle effect using a sprite sheet I made. I briefly mentioned it in the video, but I made that in After Effects - then exported the animation as a sprite sheet using a plugin from AEScripts.com called Sheetah
@@CFMakesThings thank you 🙏
Hi, can you help me, I did the same as you did in your video, but it doesn't work at all! I'm using UE 5.4
Aren't you going to get weird parallax issues in vr from the outlines and the hands being at different depths?
The shader treats each eye as a separate camera, so it looks correct from each eye!
Epic!!!!!!!!!!!!
Genuis
can this shader also be apply for the environment?
It can! I'd honestly just probably do post processing if you're doing the whole environment that way, though.
please make a shader like this for android using via post processing volume material
I don't have any experience with post processing materials 😅
@@CFMakesThings ok
What's the game
It's called Punch Bomb! It's not available yet - but I'm working to get it on the Meta Quest store either by the end of this year or early next year 😄
@@CFMakesThings ok thanks is it going to be free?
@@bulldog1268I would imagine not, he’s spent a long time on the game and even though he didn’t have to pay employees he still should be payed for the time he used to make the game that could’ve been used for other things
bro the head wobble is super distracting LOL
Then don't watch it ¯\_(ツ)_/¯
Damn
This isn't beginner friendly! 😢