Well, I was wondering if you can teach us how to add Cel shade on our Materials? I have a body materiel and a clothing materials with their own colors, and I was wondering how to add cel shading on our materials separately?
@@Mae4Ever There's a few ways to approach that. You'd probably want to take your multiply the "cel shader" effect over your textures, using the fresnel output as your alpha, so that the edges of your material have that cel shader / toon effect, and the insides have the texture. From this video, you'd just replace the color parameter (the red/purple color parameter I used as the base color) and put your textures in that spot. You could also use an Overlay Material, which is less performant, because it renders a translucent material on top of an opaque shader (every frame) but would allow you to just layer different materials on top of each other. Honestly, the first option sounds better, because you'd still be using the fresnel as the alpha for the translucent overlay material's opacity map in the overlay material, so you may as well do it all in one material.
FINALLY! A cel shader that focus on the character's materiel textures and not the whole bloody world or environment AND it focus on Step Cel shaders! This is what I've been looking for!
I don't have a Discord yet for UnrealDevHub - I'm going to make one though as a hub for the channel's community. Stay tuned! Regarding your question - just change the roughness to something like .9 to make it very rough (not plastic-y, which is maybe because you're using the default roughness of .5). If you want no shading at all, you can also change the material mode to Unlit, and then pipe the color into the Unlit channel instead of the Color channel. Note that that will make your material illuminated, which you might not want. I'd probably just increase the roughness as I described in the first option.
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Well, I was wondering if you can teach us how to add Cel shade on our Materials? I have a body materiel and a clothing materials with their own colors, and I was wondering how to add cel shading on our materials separately?
@@Mae4Ever There's a few ways to approach that.
You'd probably want to take your multiply the "cel shader" effect over your textures, using the fresnel output as your alpha, so that the edges of your material have that cel shader / toon effect, and the insides have the texture. From this video, you'd just replace the color parameter (the red/purple color parameter I used as the base color) and put your textures in that spot.
You could also use an Overlay Material, which is less performant, because it renders a translucent material on top of an opaque shader (every frame) but would allow you to just layer different materials on top of each other.
Honestly, the first option sounds better, because you'd still be using the fresnel as the alpha for the translucent overlay material's opacity map in the overlay material, so you may as well do it all in one material.
First option sounds better. You think you can make a video? It’s hard for me to picture it my head.
FINALLY! A cel shader that focus on the character's materiel textures and not the whole bloody world or environment AND it focus on Step Cel shaders! This is what I've been looking for!
Glad you found this helpful!
you have the best tutorials!!
@Aliatgruns thank you!
What a buttery smooth voice!
Great Video, thanks for sharing.
Thanks! Appreciate it, glad you found it helpful.
great shader thank you for this video
Hey, do you have a discord account? My cel shade doesn't look 2D or flat colors. Still looks like plastic materiel. How do I fix this?
I don't have a Discord yet for UnrealDevHub - I'm going to make one though as a hub for the channel's community. Stay tuned!
Regarding your question - just change the roughness to something like .9 to make it very rough (not plastic-y, which is maybe because you're using the default roughness of .5). If you want no shading at all, you can also change the material mode to Unlit, and then pipe the color into the Unlit channel instead of the Color channel. Note that that will make your material illuminated, which you might not want.
I'd probably just increase the roughness as I described in the first option.