This looks amazing, I was looking everywhere for this style on UA-cam and you were the only one I could find that showed me how to do this shader, and its perfect!!! Thanks.
This is a very very simple way doing it. It does totally ignore the aspect ratio of the screen. Using Screen percentage with nearest up-scaling gives a better result and its fps friendly.
really love your tutorials brother,keep it up ❤❤ they are so easy that an beginer could easily replicate that,please never stop making these tutorials❤ god will blow up your channel soon ❤
Thank you kindly I appreciate that! I plan on keep making tutorials as long as people want to watch them and I still have something to teach! Always feel free to let me know if there is anything specific you want to see and I will try to make it happen! :D
@@PixelPerfect_Dev i am thinking of making a game which is set underwater with this same art style. can you make tutorial in how this effects will work underwater
Wow! Really cool, and surprisingly simple! Question/Challenge: I'm wondering if you know of a way to create a Post Processing Menu (say 4-5 PP types) where the player is able to select the PP of their choice and play the game on that PP setting? Any thoughts?
Thank you! I know it should be able to make one of those since you can create several PPs and switch between them, I just am not super sure how to do it from the players perspective though unfortunately.
Amazing tutorial! If you dont mind me asking, whenever I apply the effect, the shader sorta moves with the lighting whenever I look, is there any fix to where its just staying still? (I dont know if im explaining this greatly, haha)
Hi and thank you! I think I understand what you mean, are you referring to the color posterization being affected by the lighting instead of being more "static" across the level? (It was hard to explain! haha). Unfortunately I do not know of a way to change this if it is possible :/
Hi! I am not super sure what the error might be, I have not had time to look in to 5.5. I’ll try to look in to it further soon and see if I need to update the video! :)
That can be a bit hard to do from what I have gathered, the effect should ignore UI widgets just fine but anything placed in the world will be affected. I looked around a bit and it seems you could create a custom stencil for certain actors and then filter them out through that though I do not know how that works at all.
I am not 100% what could be the reason for that. It may be a mix of the amount of colors and pixelation you are using, if you have larger visible pixels it can cause some flickering in them. It might help to try and reduce their size. Around 5.10 in the video the pixelation is very noticeable and is also flickering a bit in the background. Otherwise it might be due to a mix of colors and pixelation in some lighting conditions. I will try to see if I can reproduce something similar!
That is not dithering, that is called posterization (the way you reduce colours in your scene) Dithering means the blending of two destinct colours using defined masks (so that the edge between two posterized colours blends nicer) I don't mean to trow shade, but I am scouring the internet for a proper dithering implementation in unreal engine. Sadly, this is not it. HOWEVER, this is a very clean and simple implementation of pixelation and posterization! Props for that!
Hey! No worries at all and thank you for the info, I looked more in to posterization and you are absolutely correct, I'll update the title to better reflect what is in it so more people do not have to check out the wrong video if they are looking for dithering (proper that is, haha). I hope that you find what you are looking for, I'll join in on the hunt for that later as well! :)
Great work. Keep it up 💯
Thank you kindly!
This looks amazing, I was looking everywhere for this style on UA-cam and you were the only one I could find that showed me how to do this shader, and its perfect!!! Thanks.
Thank you, really happy to hear that the video helped 😄
Thank you very much for your help! Merry Christmas!
Thank you for watching and I hope that the video helped. Merry Christmas! :)
Very interesting tutorial, thank you :)
Glad you liked it!
Thanks for easy and nice tutorial :)
Thank you for watching, hope it helped! :)
This is a very very simple way doing it.
It does totally ignore the aspect ratio of the screen. Using Screen percentage with nearest up-scaling gives a better result and its fps friendly.
Yes absolutely it's one way of doing it and I do agree that setting screen percentage is a very efficient way of doing it as well! :)
New to these things, so I wanna ask;
How would I set it up like this? Where can i find Screen percentage and nearest up-scaling?
🤔
I love the Color Dithering style you have done! thank you very much for the tutorial dude
Thank you! Really glad you liked it and that it helped!
really love your tutorials brother,keep it up ❤❤ they are so easy that an beginer could easily replicate that,please never stop making these tutorials❤ god will blow up your channel soon ❤
Thank you kindly I appreciate that! I plan on keep making tutorials as long as people want to watch them and I still have something to teach! Always feel free to let me know if there is anything specific you want to see and I will try to make it happen! :D
@@PixelPerfect_Dev i am thinking of making a game which is set underwater with this same art style. can you make tutorial in how this effects will work underwater
Sounds really interesting and like a cool game idea! I will definitely look more in to that then!
That's a sub! Thank you very much
Thank you very much, I hope the video helped! :)
Can you teach us how to make dark Cel shadings like Killer is Dead?
I have been looking in to cel shading for a bit so I might be able to do a tutorial about that soon! :)
@@PixelPerfect_Dev Hope so! Cause I wanna learn how to make unique Cel Shade that isn’t just “slap a node and you’re done”
Wow! Really cool, and surprisingly simple!
Question/Challenge: I'm wondering if you know of a way to create a Post Processing Menu (say 4-5 PP types) where the player is able to select the PP of their choice and play the game on that PP setting? Any thoughts?
Thank you! I know it should be able to make one of those since you can create several PPs and switch between them, I just am not super sure how to do it from the players perspective though unfortunately.
Amazing tutorial! If you dont mind me asking, whenever I apply the effect, the shader sorta moves with the lighting whenever I look, is there any fix to where its just staying still? (I dont know if im explaining this greatly, haha)
Hi and thank you! I think I understand what you mean, are you referring to the color posterization being affected by the lighting instead of being more "static" across the level?
(It was hard to explain! haha). Unfortunately I do not know of a way to change this if it is possible :/
@@PixelPerfect_Dev Yea thats what I was referring to! Sad thats theres no fix, but thanks for letting me know though! I loved your tutorial!
Thank you kindly 🙂
Wow ❤
First video done! :D
ey, puedes actualizarlo, o sesirme que ay que combiar porque con ue5.5 me da error
Hi! I am not super sure what the error might be, I have not had time to look in to 5.5. I’ll try to look in to it further soon and see if I need to update the video! :)
how can i get this effect to ignore certain actors like widgets or characters? thanks
That can be a bit hard to do from what I have gathered, the effect should ignore UI widgets just fine but anything placed in the world will be affected. I looked around a bit and it seems you could create a custom stencil for certain actors and then filter them out through that though I do not know how that works at all.
thank you ! :3
Thanks, hope it helped! :)
GRACIAS
Hope that it helped! :)
I'm getting a lot of flickering between color bands; any idea what might be causing that? Some lighting setting?
I am not 100% what could be the reason for that. It may be a mix of the amount of colors and pixelation you are using, if you have larger visible pixels it can cause some flickering in them. It might help to try and reduce their size.
Around 5.10 in the video the pixelation is very noticeable and is also flickering a bit in the background.
Otherwise it might be due to a mix of colors and pixelation in some lighting conditions.
I will try to see if I can reproduce something similar!
Hands down the best quantization effect i've seen for UE, but wow, motion blur RUINS it!
Thank you kindly and yes I do agree that motion blur makes it very muddy to look at most of the time!
That is not dithering, that is called posterization (the way you reduce colours in your scene)
Dithering means the blending of two destinct colours using defined masks (so that the edge between two posterized colours blends nicer)
I don't mean to trow shade, but I am scouring the internet for a proper dithering implementation in unreal engine. Sadly, this is not it. HOWEVER, this is a very clean and simple implementation of pixelation and posterization! Props for that!
Hey! No worries at all and thank you for the info, I looked more in to posterization and you are absolutely correct, I'll update the title to better reflect what is in it so more people do not have to check out the wrong video if they are looking for dithering (proper that is, haha).
I hope that you find what you are looking for, I'll join in on the hunt for that later as well! :)