x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Postprocess Material, Lighting/Shadow node?

Hello,

I'm trying to make a cellshaded post process, however I can't seem to find a way to manipulate the lighting/shadows.

In SceneTexture, there's base color, diffuse, ambient occlusion, etc. However the shadow type on that node just always gives a solid 1 (screen is pure white) and I can't find any way to emulate the lightning modes you can see from within the editor viewport.

Is there anyway to get the lighting info from a material node?

Also, is there any image online of a node setup that recreates the scene (base + lighting + AO + metalic + reflections, etc), so I may use that and adjust what's needed?

Thanks!

Product Version: UE 4.9
Tags:
more ▼

asked Nov 08 '15 at 06:44 PM in Rendering

avatar image

Juice-Tin
156 34 36 45

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Hello Juice-Tin,

The light and shadows are adjusted by the lights that you have implemented in your scene. Think of the post process as putting on sunglasses. Yes, you have tinted the world around you, and things will appear differently but they are not directly affecting what is already there. You have added a filter that is calculated on a pass after everything else.

I would suggest looking into manipulating the lights and the shadows they cast in conjunction with the Post Process volume in order to achieve what you are looking for.

Here is a bit of documentation on stylized rendering, Post Processing, and a Cel Shader to help you out.

https://docs.unrealengine.com/latest/INT/Resources/Showcases/Stylized/PostProcessing/index.html

https://wiki.unrealengine.com/GameBoy_Post_Process_Effect_in_UE4

https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/PostProcessMaterials/index.html

Logan

more ▼

answered Nov 09 '15 at 05:39 PM

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question