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FAQ: Concept Art Shader Pack for Unreal Engine

ElKaWeh
polycounter lvl 5
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ElKaWeh polycounter lvl 5

My outlines are looking weird, flickering or appearing in places where they shouldn't be.

There are two options to fix this:

Option 1
Set the Antialiasing Method to MSAA or FXAA. This is a quick fix, but will result in aliasing / jagged lines. To then counter the aliasing, you can take screenshots at higher resolutions.

Option 2
1.) Set your Anti-Aliasing method to TSR or TAA
2.) Open the parent of the preset material that you are using (This should be either M_Outlines or M_Mixer)
3.) select the result Node of the Material
4.) search for "Blendable Location" in the details panel and set it to "Scene Color Before DOF" in UE 5.4 or "Before Translucency" in UE 5.3 and earlier.
5.) save

This will lead to the best visual results.


My outlines are looking thinner than in the viewport, when I render an image or take a High Resolution Screenshot.

This happens due to the fact, that the width of the outlines is linked to the resolution of the image. So the relative size of them changes with the size of the viewport or with the resolution of your Renders / HighresScreenshots.

Unfortunately, this can't be changed. However, the best way to work with it is to have the viewport at the same resolution as the render output. To do that, first open a second viewport, then either use the console command r.ScreenPercentage or (in UE5) the Viewport Options to change the Screen Percentage. You should see the width of the lines changing. Also, always check the image in full screen before rendering. To give an example, if your screen has the resolution 2560 x 1440, and you are making renderings at 3840 x 2160px, set the screen percentage of the viewport to 150 to match with the render resolution. Check in full screen, and the look in the viewport should be the same as in the renders.


Do the shaders work with Lumen, Nanite Meshes or Raytracing?

Yes.


Do the shaders also work with colors?

Yes. You have the choice to either turn the scene to grayscale, have it only white with the effects on top, or keep the original scene colors with the effects on top.

There is also an integrated toon-shader, with which you can give even a PBR scene a cartoony look. However, the effect works better if you've already textured your scene with flat colors instead of PBR.


Do the shaders work on every material and surface?

Yes, with the exception that oulines won't be generated ontop of translucent materials.


Is the hatching aligned to the surface of the objects?

No, the hatching is aligned to the screen.
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