when you mentioned moebius I was shocked you didn't mention sable, it's such a gorgeous game. Great job digging and documenting the work you did! Also about the inverse hull outline shading failing on cubes, you can fix that by changing the normals on the cube/mesh corners to all point in the same direction (you can merge all normals in blender iirc). Good luck on your class yo!
Vid was so intriguing that I signed in on my phone to comment since I was watching on TV. Very cool stuff. Only mini criticism is on the images, the little collage shaking effect is great and I see it all the time, however in this video its a bit jarring. Other than that, great job!
this video is very cool and informational, im surprised at the quality for such a small channel, definitely supporting you :D i would honestly love to see videos with more technicality, the way you talk about stuff is just really satisfying and interesting bravo
I really liked the video. Every year that passes I get frustrated with the industry's focus on trying to get closer to reality, when in fact (at least I) have always looked for games to escape reality, which is often tiring and boring. Even GTA, which seeks a certain realism, has its comic side very evident. I really admire indie developers who try to escape this standard. I admire games like Lethal Company, which uses a very characteristic shader and provides a very fun gaming experience.
This is amazing! I think there's a lot of potential in using the concept of 'key' and 'fill' lighting for the half-tone shading, where lights that count as key lights affect the color of the lit side, and lights counting as fill affect the color of the shadow side. (maybe the world ambient light plus the dimmest lights nearby??? Is there a way to get the colors of nearby objects for 'ambient proximity fill lights'?) If you end up continuing this, I'd recommend adding a more diverse mix of geometry to the demo/test world, adding more organic shapes and more curves. This would really kick things off once you add reflections, but it'd help the diffuse side too! Speaking of reflections, I'm wondering how it might look to 'overlap' multiple LOD models, using a lowpoly style for the diffuse/body of the entities, and using a higher res model for reflections? The reflection model might even be distorted/stylized to give more interesting highlights. Hopefully the difference in shapes wouldn't be too visually confusing, but I'm imagining a creative mix of lowpoly models with 'properly curved' reflections.
Yo bro! This is exactly what I did on my channel for my game. I recommend to put outlines and edge-detection from Post-processing to surface shader. Just compute outlines and edge detection from camera normals and depth exactly the same way u did in fullscreen shader. And if you want to achieve better hand-drawn visuals, maybe put displacement from post-processing to vertex shader instead to avoid jittering when camera moves.
if you're reading comments, i'd suggest making the halftone shader so it only applies halftone on the shaded surfaces based on a fresnel or from the edges. alternatively. make the shadows halftone
I think the biggest issue with a lot of cell shaders is that they are post-processes. Meaning, that they're taking the engine's final output, which has already been rendered using a realistic graphics pipeline, and applying more effects to it. I think that, at the very least, without somehow extracting the pure lighting information from the engine, without any textures or inbuilt engine post-process effects that would dirty the image applied to it (ex. bloom), it might be impossible to create a decent anime post-process shader that doesn't flicker anytime the camera moves.
Look up "physically-based cel shading". There's a whole video out there, exploring how to get cel shading effects that also have realistic shadows and highlights.
if u do more gaming contect, I'd like to see you and others attempt source 2, (just use s&box cus it's the only available engine that's using source 2) it's a really entertaining game engine, which is a lot more unique then others like unity unreal and godot, i'd lvoe to see a vid about it
I wouldn't call it all solved. Yeah, you can just render with real physics equations, but not all real life processeshave them and it can take too long to render, simplified models can be not realistic. Also you render for a camera that simulates real camera, haven't seen anyone render for simulated human eye. Real life graphics come at the price of performance, so much that modern games just render in lower resolution, then upscale. Something that looks real and is optimized is not solved. Continue breaking unity, unreal is next
“But not all real life processes have them” Well actually, all real world processes are due to the physical constraints of physics. Nothing happens in this universe outside of physics.
finally someone gets it
when you mentioned moebius I was shocked you didn't mention sable, it's such a gorgeous game. Great job digging and documenting the work you did!
Also about the inverse hull outline shading failing on cubes, you can fix that by changing the normals on the cube/mesh corners to all point in the same direction (you can merge all normals in blender iirc). Good luck on your class yo!
guuud vid lol
edit, loved the transitions !
edit 2, tom petty wants his royalties lol
Vid was so intriguing that I signed in on my phone to comment since I was watching on TV.
Very cool stuff. Only mini criticism is on the images, the little collage shaking effect is great and I see it all the time, however in this video its a bit jarring. Other than that, great job!
best new youtuber
This video will blow up
this video is very cool and informational, im surprised at the quality for such a small channel, definitely supporting you :D
i would honestly love to see videos with more technicality, the way you talk about stuff is just really satisfying and interesting
bravo
I really liked the video. Every year that passes I get frustrated with the industry's focus on trying to get closer to reality, when in fact (at least I) have always looked for games to escape reality, which is often tiring and boring. Even GTA, which seeks a certain realism, has its comic side very evident.
I really admire indie developers who try to escape this standard. I admire games like Lethal Company, which uses a very characteristic shader and provides a very fun gaming experience.
id love to replicate this for my game in UE5
this looks amazing! keep doing this stuff i love it
W video, looking forward to your next vid!
This is amazing! I think there's a lot of potential in using the concept of 'key' and 'fill' lighting for the half-tone shading, where lights that count as key lights affect the color of the lit side, and lights counting as fill affect the color of the shadow side. (maybe the world ambient light plus the dimmest lights nearby??? Is there a way to get the colors of nearby objects for 'ambient proximity fill lights'?)
If you end up continuing this, I'd recommend adding a more diverse mix of geometry to the demo/test world, adding more organic shapes and more curves. This would really kick things off once you add reflections, but it'd help the diffuse side too!
Speaking of reflections, I'm wondering how it might look to 'overlap' multiple LOD models, using a lowpoly style for the diffuse/body of the entities, and using a higher res model for reflections? The reflection model might even be distorted/stylized to give more interesting highlights. Hopefully the difference in shapes wouldn't be too visually confusing, but I'm imagining a creative mix of lowpoly models with 'properly curved' reflections.
Yo bro! This is exactly what I did on my channel for my game.
I recommend to put outlines and edge-detection from Post-processing to surface shader. Just compute outlines and edge detection from camera normals and depth exactly the same way u did in fullscreen shader.
And if you want to achieve better hand-drawn visuals, maybe put displacement from post-processing to vertex shader instead to avoid jittering when camera moves.
if you're reading comments, i'd suggest making the halftone shader so it only applies halftone on the shaded surfaces based on a fresnel or from the edges. alternatively. make the shadows halftone
I think the biggest issue with a lot of cell shaders is that they are post-processes. Meaning, that they're taking the engine's final output, which has already been rendered using a realistic graphics pipeline, and applying more effects to it. I think that, at the very least, without somehow extracting the pure lighting information from the engine, without any textures or inbuilt engine post-process effects that would dirty the image applied to it (ex. bloom), it might be impossible to create a decent anime post-process shader that doesn't flicker anytime the camera moves.
except they're not
Look up "physically-based cel shading". There's a whole video out there, exploring how to get cel shading effects that also have realistic shadows and highlights.
Nice video, your editing is really good you deserve way more subs. Also, what's that image from in your thumbnail where he is holding a rat?
How can this be unique from other 3d indies with a different artstyle?
It looks like youve just put a toon shader and a vhs effect.
Why did i read “racism is boring” 😭😭
This guy video games graphics
This video has way to less views for being this good
so like where is the minecraft lets play
that looks like a filter not actual comic look
stylization but with memes
Let him cook
merry christmas hohoho
This is epic
so epic video 😤
ur epic
if u do more gaming contect, I'd like to see you and others attempt source 2, (just use s&box cus it's the only available engine that's using source 2) it's a really entertaining game engine, which is a lot more unique then others like unity unreal and godot, i'd lvoe to see a vid about it
good small youtube channel 👍
I wouldn't call it all solved. Yeah, you can just render with real physics equations, but not all real life processeshave them and it can take too long to render, simplified models can be not realistic. Also you render for a camera that simulates real camera, haven't seen anyone render for simulated human eye.
Real life graphics come at the price of performance, so much that modern games just render in lower resolution, then upscale. Something that looks real and is optimized is not solved.
Continue breaking unity, unreal is next
“But not all real life processes have them” Well actually, all real world processes are due to the physical constraints of physics. Nothing happens in this universe outside of physics.
@7:30 currente fluide sim are far away from perfect and slow af
Bro all good programmers say " their not good at programming ", meanwhile writing a complex thousand line of code wtf
plus ur Asian.
yahoo
fard
Clarence
my top laner
Hi, please make a shader spider-verse, and I'll subscribe to the channel) good tutorial, thank you itsclarence)
Now it looks like it's ai generated haha
Clarence
Clarence
Clarence
Clarence