Cel/Toon shading fuzzy effect

Following this tutorial - http://jvdb.me/toon_shader.html - I attempted to add a post process material in order to make a simple toon shader for a stylised look. From a distance the effect is acceptable and generally static (slightly fuzzy around edges)

However, close up, the shadow map becomes incredibly distorted and the blending is very fuzzy between the two colours which is quite uncomfortable to look at.

I attempted to look up other tutorials but the materials and post process effects as detailed on the ue4 website are relatively confusing for someone who has never used them before and different to general blueprint scripting which I am mostly okay with.

The blueprint (from the earlier mentioned tutorial I followed) is as shown here

If someone could find any easy solution (or better method of toon shading) to this it would be greatly appreciated (Perhaps remove shadow outliers which cause a fuzzy effect instead of a coherent shadow group), or if not, if I could be referred to perhaps a more beginner friendly guide to materials and post process effects. Thanks very much.

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There was a post somewhere about Guilty Gear Xrd and how they dealt with those problems, have you read those? Its interesting and can help you with some ideas on how to fix it through blueprints.

Unfortunately I never worked with toon shading :expressionless: So I can’t really help you out with the blueprints.

Did anyone ever give a solid solution to this?

the link is a live stream by epic about cel shading it may help

In the post-process material select the main material node → Details Panel → Post Process Material → Blendable Location → Set this to ‘Before Translucency’. The edges between colors should now be clean.