Hi there so I'm trying to set up a toon shader. But I'm getting confused by how to set it up with the textures I use. Here is my screenshot of how i have it set up. Trying to get a simple cell shade or toon look on my character. Sorry if this picture doesn't help much. Never took a picture of shader and tried to get it…
Hi there, I was just wondering if you guys had any plans to look into the disparity between the calibrated values you're using (i'm assuming they're calibrated for blinn-phong) for glossiness when using shaders other than blinn-phong? an observation i've made is that, with metals in particular, surfaces don't look as they…
Since the nVidia shader contest was extended, I thought I'd try my hand on remaking the ZBrush wax shader that everyone loves oh-so-much (I just switched back to zbrush from mudbox and wow is it awesome). First I just want to get the surface properties right for a sphere before I move onto complex surfaces and all the…
Would post processing count for onscreen shader? I've never done them before, but it seems like that is technically what they are. They are out of the question though because this particular shader is only going to be for a few elements: player, enemies, interactive objects. Everything else, the environment, will use a…
That link is about shader build times rather than the runtime shader cost. Unreal caches Shaders once built so long build times are to be expected on first load - or after enabling/disabling certain features (raytracing/changes to shading models/compression defaults) I have certainly encountered issues with it either not…
Your problem is on modelling side. I see same huge shading gradients on your mesh too. And while normal map can theoretically counter-measure them in a perfectly "synced" workflow you would never get it looking perfectly right in actual game anyway . 8 bit normal map with compression just doesn't have enough precision for…
Hey pals! I've been experimenting with cel-shading in Maya and I've gotten some really nice results using Arnold's Facing Ratio method (tutorial for the basics of it found here https://support.solidangle.com/display/A5AFMUG/Toon+Shading+with+the+Facing+Ratio+shader). I've made my own changes here and there but it's all…
Hi All, I've stayed behind at work to see if I can get to the bottom of this issue that has put this project on hold but had no luck! In summary, I have an animated character that has a series of animations that blend into one another. All of the imports have worked so far however this last animation is importing with…
I dont know how to call it but i wanted to make a thread for people who wants to share shading networks made in arnold with textures made procedurally. I'm still learning about that topic and its amazing what you can do with a bit of knowledge of how diferent nodes work together For this i make two alPatterns and i combine…
Hey guys, I finally just picked up a 360 and was playing tales of vesperia. I think I'd like to investigate toonshading and environments next as my next 3d learning experience. Also I'm looking at a more stylized toonish shading like in valkyria chronicles for ps3. A few questions though.... Aside from illustrate and ink n…