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Hatched shadows or another solution to this problem

Hello,
For my current UDK project I'm building a level based on several images from a manga called BLAME!.
While based on these images, several things have been added and several things still need to be added.

Sadly, one of the biggest key-features of the style is something I am currently unable to reproduce easily.
The feature is the crosshatching that can be seen in any shadow part (it can actually be said that the entire shadow consists of it).

I have tried to look up solutions for this problem but was unable to come up with anything.
Since the entire level is made out of modular blocks I can not just multiply a crosshatch texture over my current placeholder texture,
because this would generate the same crosshatch on all walls (even those that are fully lighted).

What I would like to be able to do is replace all shadows in the level with a different material.

Any help is greatly appreciated.

fyi, I'm using the December 2011 build

hatching.jpg
x77hi.jpg dpspr.jpg
reference & current state of this part of the level

Replies

  • AlexLeighton
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    You are probably going to want to do this with a post process material. Use your desaturated scene texture as a mask for whatever crosshatching you want to use, set to have darker values have more of the crosshatching.
  • Pangahas
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    Pangahas polycounter lvl 10
    Hi I was working on a similar material before,here's the thread for it-
    http://www.polycount.com/forum/showthread.php?t=91410
    I ended up replicating and modifying springhunt's halftone shader..
  • Bramako
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    Pangahas wrote: »
    Hi I was working on a similar material before,here's the thread for it-
    http://www.polycount.com/forum/showthread.php?t=91410
    I ended up replicating and modifying springhunt's halftone shader..

    I googled before but it seems I looked right over your post.
    Been testing for a few days (as well as making a video for a presentation I had to do in the meantime) but still can't get it to work perfectly.

    I've also attempted to recreate sprunghunt's shader (as well as some others).
    Which I placed in my post-process chain but when I try to run or change it to MLM_Custom I keep getting the "....uses lightning mode other than MLM_Unlit. Do you want this changed?" I can press "yes" and it will change my material into MLM_Unlit but if I click "no" the same message will just keep popping up and won't let me do anything else.

    Btw, I'm using the Dec.2011 build since that was when I started with this project.
    A video of my current progress without that shader implemented: [ame="http://www.youtube.com/watch?v=mdMvRY-_G6Q"]www.youtube.com/watch?v=mdMvRY-_G6Q[/ame]

    I hope that you might be willing to help me, I will provide you with any information I can (with screenshots of the network or something if you would need them)

    For anyone else that's interested and is looking at this thread, I also used this thread as reference: http://dev.polycount.com/forum/showthread.php?t=78408


    EDIT: I just noticed there is no "Scene Texture Sample" node in sprunghunt's shader, which means I've been stupid to try and put it in a post-proc-chain but that still leaves the problem of not accepting my MLM_Custom which I do not get and for which I can not find a solution.
  • Bramako
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    You are probably going to want to do this with a post process material. Use your desaturated scene texture as a mask for whatever crosshatching you want to use, set to have darker values have more of the crosshatching.

    I have tried this as well but as far as I could tell I was only able to multiply a hatching texture over my high contrast material during post-proc which made the texture move with the screen and not look good.
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