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...

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