Does anyone by any chance know how to set up a shader in UE4 to achieve this look and be able to render dynamic shadows? Not really understanding what to do with the post process material to achieve it...and for some reason whenever Im in the post process volume - all my manipulators disappear whenever I try
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https://www.unrealengine.com/content/e6410a83d0704a2d9c0bf800628dd816
Report back here with your review if you decide to buy it. I'm interested in it myself.
If there was a way of having multi pass shaders, writing an inverted hull shader like the GG:Xrd one would be great.
I can't understand how this amazing feature was removed from UE4
UE4 is now deferred, meaning all light calculation is split off and rendered after materials.
They did just release a POM material node after numerous complaints and hacky-workarounds and they've already stated a few times that Forward rendering for some things will be implemented, so Epic is listening and is aware of the issue at least.