Physically Based Cel Shading

In this video we go through the break-down of the most common approach to create toon looking images in Unreal Engine, we'll see what works and what doesn't. Then we'll build up to a new Cel Shading approach that doesn't break physically based rules. Following with few sample tricks to improve the image and re-purposing elements as the outlines to work better with this new concept. __________________________________________ Videos mentioned: Substrate Intro Breakdown:    • Dissecting Substrate - Part 1 [UE5.2]   Outline Shader 1:    • Outline Stylized Material - part 1 [UE5, v...   Outline Shader 2:    • Outline Stylized Material - part 1.5 [UE5,...   Intro to PB Lighting:    • Intro to Physically Based Lighting and Cin...   Intro to PB Lighing - Follow-up:    • Follow-up of Physically Based Lighting and...   __________________________________________ Download Sample Project: Physically Based Cel Shader: https://jumpeter.gumroad.com/l/VTA_PB... Outlines Filter: https://jumpeter.gumroad.com/l/VTA_La... __________________________________________ Join Discord:   / discord   Support me on Patreon:   / visualtechart   __________________________________________ Gimli and Legolas models have been made by Gianluca Squillace: https://www.artstation.com/artwork/d0...