Physically Based Cel Shading

Physically Based Cel Shading

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Physically Based Cel Shading
In this video we go through the break-down of the most common approach to create toon looking images in Unreal Engine, we'll see what works and what doesn't. Then we'll build up to a new Cel Shading approach that doesn't break physically based rules. Following with few sample tricks to improve the image and re-purposing elements as the outlines to work better with this new concept. __________________________________________ Videos mentioned: Substrate Intro Breakdown: https://youtu.be/AgVedkJUEyA Outline Shader 1: https://youtu.be/Ptuw9mxekh0 Outline Shader 2: https://youtu.be/UWQonxtG10g Intro to PB Lighting: https://youtu.be/vbMvkEITTmo Intro to PB Lighing - Follow-up: https://youtu.be/yhu-QoEgHUo __________________________________________ Download Sample Project: Physically Based Cel Shader: https://jumpeter.gumroad.com/l/VTA_PBCelShader Outlines Filter: https://jumpeter.gumroad.com/l/VTA_LaplacianFilter __________________________________________ Join Discord: https://discord.gg/YvXq3t675Q Support me on Patreon: https://www.patreon.com/VisualTechArt __________________________________________ Gimli and Legolas models have been made by Gianluca Squillace: https://www.artstation.com/artwork/d0kyNx