Features:
- Material instance options to independently control shadow/specular thresholds, colors, light influence, brightness, fresnel, etc.
- Shadow/specular thresholds can be offset by vertex color values or Textures. This is similar to a technique used in Arc System Works games such as GG XRD to give artists more control over what parts of a mesh are shaded, lit, or highlighted. The same can be used to control outline thickness when using an inverted hull outline.
- Five different light types: directional, point, spot, area, and shadow.
- Lights are on separate channels and can be combined with other channels individually selectable in Material instances.
- All cel-shade lights are movable and have various options including color, brightness, range, and falloff, all of which can be changed at runtime.
- There are 8 different cel-shade light channels although, more can be added in the respective Material function.
- UE4’s lighting can also be used in conjunction with cel-shade lighting.
- Inverted hull mesh outlines scale with distance and include a noise option for a more stylized outline with varying line thickness.
- Post process outline is also included as an alternative to inverted hull outline
- “Simple” cel-shader Material that has fewer features, but is more performant and easier to use than the main cel-shader Material.
Materials: 2 Cel-shade Master, 3 outline Master
Blueprint: Cel-shade light
Documentation: Link
特征:
- 材质实例选项可独立控制阴影/镜面阈值、颜色、光线影响、亮度、菲涅耳等。
- 阴影/镜面阈值可以通过顶点颜色值或纹理偏移。 这类似于Arc System Works游戏(如GG XRD)中使用的技术,让美工人员可以更好地控制网格体的哪些部分被阴影、点亮或突出显示。 当使用倒置的船体轮廓时,同样可以用于控制轮廓厚度。
- 五种不同的光源类型:定向光源、点光源、光斑光源、区域光源和阴影光源。
- 灯光位于单独的通道上,并且可以在材质实例中单独选择与其他通道组合。
- 所有cel-shade灯都是可移动的,有各种选项,包括颜色,亮度,范围和衰减,所有这些都可以在运行时更改。
- 有8个不同的cel-shade光通道虽然,更多可以添加在各自的材料功能。
- UE4的照明也可以与cel-shade照明结合使用。
- 倒置船体网格轮廓与距离缩放,并包括一个噪音选项,以更程式化的轮廓与不同的线厚度。
- 后处理轮廓也包括作为倒船身轮廓的替代方案
- “简单”cel-shader材质,具有较少的功能,但比主cel-shader材质更具性能和更易于使用。
资料:2cel-shade Master,3outline Master
蓝图:Cel-阴影灯
文件: 连结
This is a cel-shading system that does not use post processing. It has five different light types and many options to customize the look of your project. Outline Materials are also included, both inverted hull and post process.
Example video: https://youtu.be/1nDcdT-OJMc
A quick look at the Material/light options: https://youtu.be/0BJAODtBcf4
Tutorial video: https://youtu.be/lqhRed0gZEY
NOTE: The blue-haired character shown above is my character and not included in this pack.
Features:
-
Material instance options to independently control shadow/specular thresholds, colors, light influence, brightness, fresnel, etc.
-
Shadow/specular thresholds can be offset by vertex color values or Textures. This is similar to a technique used in Arc System Works games such as GG XRD to give artists more control over what parts of a mesh are shaded, lit, or highlighted. The same can be used to control outline thickness when using an inverted hull outline.
-
Five different light types: directional, point, spot, area, and shadow.
-
Lights are on separate channels and can be combined with other channels individually selectable in Material instances.
-
All cel-shade lights are movable and have various options including color, brightness, range, and falloff, all of which can be changed at runtime.
-
There are 8 different cel-shade light channels although, more can be added in the respective Material function.
-
UE4’s lighting can also be used in conjunction with cel-shade lighting.
-
Inverted hull mesh outlines scale with distance and include a noise option for a more stylized outline with varying line thickness.
-
Post process outline is also included as an alternative to inverted hull outline
-
“Simple” cel-shader Material that has fewer features, but is more performant and easier to use than the main cel-shader Material.
Materials: 2 Cel-shade Master, 3 outline Master
Blueprint: Cel-shade light
Documentation: Link
这是一个不使用后期处理的cel-shading系统。 它有五种不同的光类型和许多选项来自定义项目的外观。 轮廓材料也包括在内,包括倒船身和后处理.
示例视频: https://youtu.be/1nDcdT-OJMc
快速浏览材质/灯光选项: https://youtu.be/0BJAODtBcf4
教程视频: https://youtu.be/lqhRed0gZEY
注:上面显示的蓝头发角色是我的角色,不包括在这个包中。
特征:
-
材质实例选项可独立控制阴影/镜面阈值、颜色、光线影响、亮度、菲涅耳等。
-
阴影/镜面阈值可以通过顶点颜色值或纹理偏移。 这类似于Arc System Works游戏(如GG XRD)中使用的技术,让美工人员可以更好地控制网格体的哪些部分被阴影、点亮或突出显示。 当使用倒置的船体轮廓时,同样可以用于控制轮廓厚度。
-
五种不同的光源类型:定向光源、点光源、光斑光源、区域光源和阴影光源。
-
灯光位于单独的通道上,并且可以在材质实例中单独选择与其他通道组合。
-
所有cel-shade灯都是可移动的,有各种选项,包括颜色,亮度,范围和衰减,所有这些都可以在运行时更改。
-
有8个不同的cel-shade光通道虽然,更多可以添加在各自的材料功能。
-
UE4的照明也可以与cel-shade照明结合使用。
-
倒置船体网格轮廓与距离缩放,并包括一个噪音选项,以更程式化的轮廓与不同的线厚度。
-
后处理轮廓也包括作为倒船身轮廓的替代方案
-
“简单”cel-shader材质,具有较少的功能,但比主cel-shader材质更具性能和更易于使用。
资料:2cel-shade Master,3outline Master
蓝图:Cel-阴影灯
文件: 连结
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