Features: (Please include a full, comprehensive list of the features of the product)

  •  Paint Stroke Distortion Effect
  •  Cel shading
  •  Paint Stroke Color Gradient

Number of Materials: 2 bases, 62 instances, 19 functions

Number of Textures: 24

Supported Development Platforms:

Windows: (Yes)

Mac: (Yes but not tested)

Documentation: Video showing the effect of each parameter

Important/Additional Notes: A targeting build was tested only on Windows 64 bit.

特点:(请包括一个完整的,全面的产品功能列表)

  •  油漆笔划扭曲效果
  •  Cel阴影
  •  油漆笔划颜色渐变

材料数量:2个基地,62个实例,19个函数

纹理数量:24

支持的开发平台:

视窗:(是)

Mac:(是的,但没有测试)

文件: 显示每个参数效果的视频

重要/附加说明:目标构建仅在Windows64位上进行了测试。










Not only games, video industry also uses Painterly

Animated Video showing the stylizing power of this painterly post process material

Overview video

Video showing the effect of each parameter

For Beginners: Video on how to apply a Material To Post Process Volume

Disclaimer:

The product contains only post process materials. The levels shown in the images and the videos are for presentation purposes only and they came from the Epic Games marketplace free projects: ‘Soul: Cave’ and ‘Sun Temple’.

The Domain of use:

Only deferred rendering.

Only Windows 64 bit.

Notes:

If you want in addition the cel bands to take effect on volumetric clouds, please check out: Stylize And Fine Tune Post Process Material

New:

  • Ability to tune the sky separately: In section 0. Global enable the parameter Use Separate Parameters For Sky and you will get additional parameters for the sky. This gives you more control over your scene.
  • Custom Depth Invert: A new switch parameter called Invert Custom Depth under section: 0. Global. If this parameter is switched to true, the post-processing effect will apply only to the custom depth objects.

Tips:

  • If you want water surfaces, like the new water system (4.26), to keep their quality do this: The parameter Base Color Amount should be small, even zero will work.

Features:

  • Paint Stroke Distortion Effect: Select your paint stroke normal texture effect, tweak scale, intensity and get an artistically painted feel to your scene.
  • Paint Stroke Color Gradient: Select your paint stroke grayscale texture and use it as a base for your selected color gradient Curve Atlas to colorize your scene with a brush stroke style.
  • On Lighting Color Gradient: Use the shades of your scene as a grayscale base to colorize the scene with your selected color gradient Curve Atlas.
  • Cel shading: able to choose between 2 or 3 shade transitions with customizable dark and light colors.
  • Outline: normal and depth outline. Color, thickness, and distance fading are customizable.
  • Base Color Amount parameter: In each material instance you have this important parameter giving you the ability to apply the effect on the original scene with all its lights and shades or simply applying the effect to the base color (GBuffer) of the scene to give it a more classical cartoonish feel.
  • Sharpen, Darken, and tweak Saturation: with customizable intensity.
  • Vignette: able to choose between sharp or smooth vignette plus the ability to invert it and play with its intensity and radius.
  • Split Compare: split the screen to compare to the original scene.
  • Custom Depth: To exclude an actor from the effect, enable its ‘Render CustomDepth Pass’. You can find this parameter in the Rendering section of the actor.
  • 2 blendable locations available: Before Tonemapping and Before Translucency. The before translucency one conserves translucent effects in your scene, like water, glass, or depth of field.

Flexibility:

The post processing nature of the material makes it applicable and tweak-able for any project. Just create your postProcess volume and apply your material instance to it.

Easy and intuitive to use:

Create your material instance, tweak a few parameters, and get an infinite amount of painterly cel toon postProcess shader styles.

Intuitive parameters’ names:

No technical names, a parameter name tells exactly what a parameter does.

If the name is not enough, some parameters have descriptions, just hover over your parameter.

Performance:

Base pass shader without light map: 33 instructions

Base pass vertex shader: 47 instructions

不仅是游戏,视频行业也使用绘画

动画视频展示了这种绘画后处理材料的风格化力量

概览短片

显示每个参数效果的视频

初学者:如何将材料应用于后期处理卷的视频

免责声明:

该产品只包含后处理材料。 图片和视频中显示的级别仅用于演示目的,它们来自Epic Games marketplace免费项目:”灵魂:洞穴”和”太阳神庙”。

使用领域:

只有延迟渲染。

只有Windows64位。

注意事项:

如果您希望cel带在体积云上生效,请查看: 风格化和微调后处理材料

新的:

  • 能够单独调整天空:在部分 0. 全球 启用参数 对Sky使用单独的参数 你会得到额外的参数的天空。 这使您可以更好地控制场景。
  • 自定义深度反转:一个新的开关参数,称为 反转自定义深度 下节: 0. 全球. 如果将此参数切换为true,则后处理效果将仅应用于自定义深度对象。

提示:

  • 如果你想要水面,如新水系统(4.26),以保持其质量做到这一点: 参数 基色量 应该很小,即使是零也会起作用。

特征:

  • 油漆笔划扭曲效果:选择您的油漆笔划正常纹理效果,调整比例,强度,并获得一个艺术绘画的感觉,你的场景。
  • Paint Stroke颜色渐变:选择您的paint stroke灰度纹理,并将其用作所选颜色渐变曲线图集的基础,以使用画笔描边样式为场景着色。
  • 关于照明颜色渐变:使用场景的阴影作为灰度基础,使用您选择的颜色渐变曲线图集对场景进行着色。
  • Cel阴影:能够选择2或3个阴影过渡与可定制的黑暗和光明的颜色.
  • 轮廓:正常和深度轮廓。 颜色,厚度和距离褪色是可定制的。
  • 基本颜色量参数:在每个材质实例中,您都有这个重要的参数,使您能够将效果应用于原始场景及其所有灯光和阴影,或者简单地将效果应用于场景的基色(GBuffer),使其具有更经典的卡通感。
  • 锐化、变暗和调整饱和度:具有可自定义的强度。
  • 小插图:能够在尖锐或平滑的小插图之间进行选择,并能够反转它并播放其强度和半径。
  • 拆分比较:拆分屏幕以与原始场景进行比较。
  • 自定义深度:要从效果中排除actor,请启用其”Render CustomDepth Pass”。 您可以在actor的Rendering部分找到此参数。
  • 2个可混合的位置:在色调映射之前和半透明之前。 半透明前一个保存半透明效果在您的场景,如水,玻璃,或景深。

灵活性:

材料的后处理性质使其适用于任何项目。 只需创建后处理卷并将材质实例应用到它即可。

简单直观的使用:

创建您的材质实例,调整一些参数,并获得无限量的绘画cel toon后处理着色器样式。

直观的参数名称:

没有技术名称,参数名称确切地告诉参数的作用。

如果名称不够,某些参数有描述,只需将鼠标悬停在您的参数上即可。

工作表现:

Base pass shader without light map:33条指令

Base pass顶点着色器:47条指令

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