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sprunghunt's Avatar
Old (#1)
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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JordanW's Avatar
Old (#2)
nice! You should post a youtube video to show how moving a light or camera affects the look.
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rasmus's Avatar
Old (#3)
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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kodde's Avatar
Old (#4)
That's nice!
I also want to see a video of it in action, preferably with a moving light
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haiddasalami's Avatar
Old (#5)
Very cool. +1 for video
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Hugh's Avatar
Old (#6)
OMG thanx for this remind me of the old comic strips
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sprunghunt's Avatar
Old (#7)
Here is a video of the shader in game with a moving light

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pior's Avatar
Old (#8)
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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Neox's Avatar
Old (#9)
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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Ryan Smith's Avatar
Old (#10)
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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Hugh's Avatar
Old (#11)
or post it up for download so we can post some test either way is awesome
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haiddasalami's Avatar
Old (#12)
Quote:
Originally Posted by Hboybowen View Post
or post it up for download so we can post some test either way is awesome
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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Hugh's Avatar
Old (#13)
Quote:
Originally Posted by haiddasalami View Post
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.
... 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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haiddasalami's Avatar
Old (#14)
Quote:
Originally Posted by Hboybowen View Post
... 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
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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FicWill's Avatar
Old (#15)
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.
Attached Images
File Type: jpg halftone.jpg (62.4 KB, 259 views)
File Type: jpg halftone_setup.jpg (101.3 KB, 185 views)
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Hugh's Avatar
Old (#16)
Quote:
Originally Posted by FicWill View Post
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.
interesting thnx someone posted a test. seems like it could do what I thought it could be used for
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sprunghunt's Avatar
Old (#17)
Quote:
Originally Posted by FicWill View Post
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.
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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Hugh's Avatar
Old (#18)
Quote:
Originally Posted by sprunghunt View Post
looks good. Now if only someone has a full head sculpt of benjamin franklin somewhere they'd be prepared to lend me.
lol tryna recreate 100 dollar bill. sounds cool.
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darbeenbo's Avatar
Old (#19)
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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sprunghunt's Avatar
Old (#20)
Quote:
Originally Posted by darbeenbo View Post
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?
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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Ga2Z's Avatar
Old (#21)
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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sprunghunt's Avatar
Old (#22)
Quote:
Originally Posted by Ga2Z View Post
hi, very nice shader...

For the line halftone did you created a single line texture and tiled it with the uv modifier?
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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Ga2Z's Avatar
Old (#23)
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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sprunghunt's Avatar
Old (#24)
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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Ga2Z's Avatar
Old (#25)
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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