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created halftone shader
on 11-15-2010 06:17 PM
after seeing this thread:
http://www.polycount.com/forum/showthread.php?t=77268
I made this shader in unreal (click the image for larger version):
It has a few extra instructions for locking the halftone to the viewport or using regular UV's. I found that using the viewport removes the moire effect but is a bit disorienting if you used it for a whole scene.
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, polycounter,
1,285 Posts,
Join Date Apr 2005,
Location Massachusetts
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nice! You should post a youtube video to show how moving a light or camera affects the look.
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, dedicated polycounter,
1,437 Posts,
Join Date Oct 2004,
Location Cary, NC
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Very cool, though I wonder if this sort of thing really works on moving characters etc or if it just turns into a noisy confusing mess 
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, polycounter,
810 Posts,
Join Date Dec 2007,
Location Tokyo, Japan
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That's nice!
I also want to see a video of it in action, preferably with a moving light 
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, dedicated polycounter,
1,366 Posts,
Join Date Dec 2004,
Location Malmö, Sweden
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Very cool. +1 for video
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, dedicated polycounter,
1,855 Posts,
Join Date Nov 2009,
Location Toronto
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OMG thanx for this remind me of the old comic strips
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, card carrying polycounter,
2,366 Posts,
Join Date Dec 2009,
Location Johnson City,TN
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created due to popular demand
on 11-18-2010 09:37 PM
Here is a video of the shader in game with a moving light
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, polycounter,
1,285 Posts,
Join Date Apr 2005,
Location Massachusetts
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Would you mind applying it to a less forgiving object ? Any 3D character would do, I'm really curious to see it!
Looking good!
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, veteran polycounter,
4,941 Posts,
Join Date Oct 2004,
Location Irvine CA
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also its a super simple testcase, what happens when you acutally move and look around? my tests have mostly been very very hard on the eyes
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, veteran polycounter,
3,187 Posts,
Join Date Sep 2006,
Location Berlin Germany
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Ya i was going to say, this half tone shading is something typically works best if pre-rendered. RealTime applications always seem to be a bit... unappealing, however this looks pretty good in your tests.
Like Neox and the others said, i'd love to see this work on a character.
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, polygon,
649 Posts,
Join Date Sep 2007,
Location Dallas, Texas
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or post it up for download so we can post some test either way is awesome
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, card carrying polycounter,
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Join Date Dec 2009,
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Quote:
Originally Posted by Hboybowen
or post it up for download so we can post some test either way is awesome
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he has the network so you can easily make it :/ Man people nowadays. Gonna try this today as some of the tests I did to make a druer shader failed pretty big as soon as the camera turned too much from the object.
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, dedicated polycounter,
1,855 Posts,
Join Date Nov 2009,
Location Toronto
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Quote:
Originally Posted by haiddasalami
he has the network so you can easily make it :/ Man people nowadays. Gonna try this today as some of the tests I did to make a druer shader failed pretty big as soon as the camera turned too much from the object.
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... yea thnx(insult wasnt needed). his texture is just the only thing that may be a slight issue. I wasnt being lazy just didnt want it to come out different but thnx for trying to understand where I was coming from
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, card carrying polycounter,
2,366 Posts,
Join Date Dec 2009,
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Quote:
Originally Posted by Hboybowen
... yea thnx(insult wasnt needed). his texture is just the only thing that may be a slight issue. I wasnt being lazy just didnt want it to come out different but thnx for trying to understand where I was coming from
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His texture isn't that hard to do, he has a sample texture to look at and all you really need to do, is just make it tiling. Also I wasn't insulting you just saying that in general. Reason why it would be better for you to do it would be you would ACTUALLY learn from it and experiment than just downloading his package and using it. Its those failures that push us to learn more. Not gonna rant on this more.
Last edited by haiddasalami; 11-20-2010 at 04:23 PM..
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, dedicated polycounter,
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Join Date Nov 2009,
Location Toronto
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I duplicated the core portion of the shader setup, but collapsed a few of the functions down that I didn't think were expressly needed for the effect. It looks pretty cool.
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, vertex,
48 Posts,
Join Date Jun 2006,
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Quote:
Originally Posted by FicWill
I duplicated the core portion of the shader setup, but collapsed a few of the functions down that I didn't think were expressly needed for the effect. It looks pretty cool.
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interesting thnx someone posted a test. seems like it could do what I thought it could be used for
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, card carrying polycounter,
2,366 Posts,
Join Date Dec 2009,
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Quote:
Originally Posted by FicWill
I duplicated the core portion of the shader setup, but collapsed a few of the functions down that I didn't think were expressly needed for the effect. It looks pretty cool.
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looks good. Now if only someone has a full head sculpt of benjamin franklin somewhere they'd be prepared to lend me.
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, polycounter,
1,285 Posts,
Join Date Apr 2005,
Location Massachusetts
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Quote:
Originally Posted by sprunghunt
looks good. Now if only someone has a full head sculpt of benjamin franklin somewhere they'd be prepared to lend me.
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lol tryna recreate 100 dollar bill. sounds cool.
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, card carrying polycounter,
2,366 Posts,
Join Date Dec 2009,
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This is really cool! However, I'm having some trouble getting it working on an object in. I've tried duplicated both of the trees you guys have posted, but I must be doing something wrong, because the objects are just black. Is there a setting you have to check on the object for custom lighting to take effect?
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, triangle,
432 Posts,
Join Date Jun 2010,
Location Burlington, Vermont
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Quote:
Originally Posted by darbeenbo
This is really cool! However, I'm having some trouble getting it working on an object in. I've tried duplicated both of the trees you guys have posted, but I must be doing something wrong, because the objects are just black. Is there a setting you have to check on the object for custom lighting to take effect?
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You need to set the lighting Model to MLM_custom. It's in the main shader settings. Otherwise the custom lighting input does nothing.
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, polycounter,
1,285 Posts,
Join Date Apr 2005,
Location Massachusetts
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hi, very nice shader...
For the line halftone did you created a single line texture and tiled it with the uv modifier?
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, null,
8 Posts,
Join Date Jan 2011,
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Quote:
Originally Posted by Ga2Z
hi, very nice shader...
For the line halftone did you created a single line texture and tiled it with the uv modifier?
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Both of the textures I made are created using 3d studio max.
The dots are an array of cones with a gradient map going away from the camera.
The lines are a series of wedges with the same gradient map.
You could create a single line in photoshop and increase the tiling. It would give the same effect.
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, polycounter,
1,285 Posts,
Join Date Apr 2005,
Location Massachusetts
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nevermind about teh last post, somehow I got it now =)
But I have a question, I made a toon shader that is connected to the diffuse and the lighting model is prefered to be non_Directional, but to pull this halftone it needs to be custom lighting...
any recomendation to blend the two? I've been thinkign about masking so the white in the halftone lets me see my diffuse texture but I honestly don't have any idea on how to do this :s
Thanks in advance
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, null,
8 Posts,
Join Date Jan 2011,
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There's no reason why you can't add an extra "shaded" pass to this shader. You can do shaded passes in customlighting. You could just multiply your diffuse with the shader near the end.
You could also integrate the same shader instructions into a diffuse pass. It won't have quite the same effect but will still work.
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, polycounter,
1,285 Posts,
Join Date Apr 2005,
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oks thank you sprunghunt, but I'm so noob that I barely understood what you just said hahahaha... but I've been working and trying to understand and got this tha resembles what I was looking for =)
It has an outline made with the cellshade tut from Hourences and I connected the nodes as FicWill and tweaked them a little, I also duplicated the whole "expression"(?) in order to have wider lines as the shadow was darker, don't know if this was the best way to do it...

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, null,
8 Posts,
Join Date Jan 2011,
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