чувак, ты не представляешь сколько я посмотрел разных видео, сколько я копировал разных материалов, но никогда не понимал что происходит внутри. Благодаря алгоритмам ютуба, бог послал тебя чтобы я наконец прозрел! Спасибо огромное, на 15 минуте я уже начинаю понимать что к чему. Ты очень хорошо объясняешь и ютуб переводит субтитры правильно и понятно. Мало кто показал бы эту систему, а ты ещё её и объяснил очень хорошо. Спасибо огромное за такой труд.
@HepnerKamil6 ай бұрын
Спасибо большое! Я рад, что вам понравилось. Очень важно понимать, что происходит внутри. Я тоже не люблю видео, которые только показывают эффект, не объясняя, что происходит. С уважением и удачи!
@npoctobblpogok37306 ай бұрын
@@HepnerKamil а где видео? Что случилось? Собираетесь обратно возвращаться?
@Virut1316 Жыл бұрын
These tutorials are so great, the explanation behind his logic are so clear and prepared, love it!
@HepnerKamil Жыл бұрын
Thanks for kind words!
@agj383 Жыл бұрын
One tip in case anybody notices that their lines seem to blur when camera moves - turn off motion blur in the post process volume by setting intensity to 0
@12whitecup2 жыл бұрын
This video is godsend. It singlehandedly solved so many problems I was having. Thank you for sharing your knowledge.
@HepnerKamil2 жыл бұрын
🙏 You're very welcome!
@roxydere5760 Жыл бұрын
Awesome video! Finally someone who actually explains what they are doing and why they are doing it! Thank you so much!
@HepnerKamil Жыл бұрын
You're welcome and Thank you for kind comment!
@dreamsprayanimation2 жыл бұрын
If anyone is watching this and wondering how to make transparency work for something like foliage with this shader. You must go to the material of the thing you want to make transparent (so for example a plane that has an alpha channel for grass) and change the blend mode to masked instead of translucent. That way the sketch post process will still capture the normal and texture data and sketchily it without drawing the plane.
@HepnerKamil2 жыл бұрын
That's a great question, I've touched a bit about transparency on my tutorials for the lighthouse kzbin.info/www/bejne/hl69Z4qwZdyDb9E There a few techniques to use. The question is if you want to have refraction, reflection, and transparency? Or just simple transparency? With stylized rendering, everything depends on what you're trying to achieve and in what context. You could even fake it with stencils.
@drdeesnutts482 жыл бұрын
Brb gonna go make Take on me's video in Unreal....
@HepnerKamil2 жыл бұрын
haha definitely!
@BradenLehman8 ай бұрын
I love this effect! Especially how it dynamically adds jitter to the lines
@HepnerKamil8 ай бұрын
I'm glad you've liked it
@Fabrice_Debarge2 жыл бұрын
Very good job and tutorial here !
@HepnerKamil2 жыл бұрын
You're welcome!
@steevieartfeed2 жыл бұрын
Sir, you are awesome. Thanks for sharing such an amazing techniques
@HepnerKamil2 жыл бұрын
Thank you!
@C.E.Alekperoff2 жыл бұрын
This is great! Thank you so much!!
@HepnerKamil2 жыл бұрын
Glad you like it!
@KUBE.archvis2 жыл бұрын
Very well presented video. Thank you for sharing.
@HepnerKamil2 жыл бұрын
I'm glad you found it helpful!
@reachingeric8 ай бұрын
dude, this is awesome!
@HepnerKamil8 ай бұрын
Thank you!
@Elkkkkkk2 жыл бұрын
amazing again!! I guess the next question would be if one could animate these lines!
@HepnerKamil2 жыл бұрын
It depends on how you want them animated. Should they appear or draw? Or just wiggle them?
@董伟-v1h2 жыл бұрын
nice tutorial, thanks for sharing.
@HepnerKamil2 жыл бұрын
Thank you!
@fosseli8 ай бұрын
25:46 When changing to WorldNormal i get - [SM5] (Node SceneTexture) GBuffer scene textures not available with forward shading.
@HepnerKamil7 ай бұрын
This setup only works with deferred shading, is there any reason why are you using forward one?
@fosseli7 ай бұрын
@@HepnerKamildon't know. I'm using the default VR template. Where do i change shading from forward to defend?
@fosseli7 ай бұрын
Found it in the settings... unfortunately turning off forward shading messes up MSAA anti aliasing. Switched to TAA made it better though.
@dzee7936 Жыл бұрын
When are they going to redo the "Take On Me" video using this sketch view?
@HepnerKamil Жыл бұрын
Wow, that's my dream 😍! I would love to give it a go when I find some time!
@KevinStevenson-rq4xd2 ай бұрын
Hello, I've completed the tutorial, but my hatching doesn't combine with the lines/paper it "overwrites" it. I've adjusted the priorities to match, and tinkered some, but it feels like my hatch lines are "opaque" for lack of a better term. I feel like it's a blender-order or priority issue, but can't quite figure out why only hatching, or lines/noise shows up, never all of them.
@HepnerKamilАй бұрын
Ping me on Twitter or Ko-fi since we can’t share images on KZbin. Please show me a screenshot of the network and how you’re blending those materials at the end.
@KingAragorn7 күн бұрын
How do I render this? Doesn't show up in render!!
@Balcaceres_Art6 ай бұрын
How do you blend it with another postprocess - is there a way to tint those lines with color and say - "overlay" the post like in photoshop, another blending mode perhaps? I've always tried to replicate the outline effects in drawing.
@HepnerKamil6 ай бұрын
Yes, in Unreal, you have blend nodes like overlay, lighten, screen, etc. They behave similarly to Photoshop layer blending modes. You can also apply any color you want for the lines or use it as an alpha for your custom colored texture.
@Balcaceres_Art6 ай бұрын
@@HepnerKamil ok - is there a way to purchase your filter so it’s UV-based ? You know so it doesn’t move all over the place on screen? If so - I’ll buy it right now for my project
@gregfranklin1350 Жыл бұрын
Beautiful work! Does this work on animated characters as well as static objects?
@HepnerKamil Жыл бұрын
I have an example with birds flying around a lighthouse on my channel. However, I haven't uploaded any with a character walking or anything like that. I should definitely do that.
@zfabvi38677 ай бұрын
Hello Sir! I followed the tutorial in UE 5 and when i start moving the viewport near an object some white lines across the screen starts appearing, even a bit on the objects themselves. I already disabled the bloom and the auto exposure but them still appear, any suggestion? Thanks, appreciate your work ❤
@HepnerKamil7 ай бұрын
First, try to identify at which pass those artifacts appear. Is it an issue with scene depth? Go through the entire setup and try to identify the stage where it's happening by connecting the outputs from the nodes to the emissive color. Once you pinpoint where the issue is, we can sort it out. Also, just to double-check, set all of your lights to Moveable.
@zfabvi38677 ай бұрын
@@HepnerKamil Appreciate your response! I tested the whole shader setup and it seems that the Sobel Operation is fine, but when i plug in the RemapValueRange (or the output of the if node used to remove the skybox outlines) in the multiply node for the thickenss-over-distance scale it starts to create some "jittering". I tried putting a fixed value and that solves the problem, but in that way the thickness of the outlines doesn't change based on the distance.
@HepnerKamil7 ай бұрын
Can you please send me an email or ping me on ko-fi? I will try to help you out with it.
@zfabvi38677 ай бұрын
@@HepnerKamil Thanks, what's your email?
@joneske226 ай бұрын
I seem to be having the same issue. Did you happen to find out what the issue was? Going to go back through the setup and see if I can identify in the meantime. I appreciate your help in these tutorials !
@MrTeathyme2 жыл бұрын
Is it possible to maintain the colour channels? I’m envisioning like a “cell shader” post process but rather than cell shading use hatch shading.
@HepnerKamil2 жыл бұрын
Yes, yes it is possible to have diffuse colors with it. This question has come up a lot, I'll post soon how to modify it.
@kiritoking3007 Жыл бұрын
Thank you for this amazing video,and i want to know how to calculate shadow position?
@HepnerKamil Жыл бұрын
What do you mean exactly by shadow position? Or maybe you just want a light direction?
@DillonBoucherDesigns8 ай бұрын
First, thank you for the tutorial Kamil! This worked wonders for me! I had a quick question. Is there any way to deform the outlines without deforming the meshes themselves? I’m looking to have loosely drawn lines around objects but this seems to stretch the meshes themselves with the outlines. I understand why it’s doing it, but is there a way around it? Thank you in advance!
@HepnerKamil8 ай бұрын
That shouldn't be the case, you can see on the video with textures and colors that only outlines being deformed. You would have to double check your network, what are you passing to the deformation pass.
@HepnerKamil8 ай бұрын
kzbin.info/www/bejne/lYeadXmCmpZkqas
@GMVitus Жыл бұрын
Hi Kamil! Thanks for the tutorial! Do you know of any way to exclude objects from the PP effect? I set up "Render Custom Depth Pass" and allocated a number to the CustomDepth Stencil Value. Next, I threw some forks at the end of the shader graph, which look for my stencil number (Scene Texture:Custom Stencil) and if it's the same as the one I set up in the mesh, it'll simply push the SceneTexture:PostProcessInput0 value through. Otherwise it'll push the newly calculated values. This works fine for the hatching effect, but unfortunately it won't work for the Lines. My guess is that the lines are drawn around the object as well as inside, but only the ones inside are getting ignored by my if-fork. Any ideas how I can account for that and have the PP Material ignore some objects entirely?
@HepnerKamil Жыл бұрын
You can use a stencil to specify which objects should be included in calculating the outlines. It becomes trickier when objects without outlines start overlapping objects with lines. In such cases, you'll need to perform some stencil subtractions to ensure that only the correct objects are used.
@raingod59422 ай бұрын
Well seems that epic removed Before tonemapping "Blendable Location" option for post processing material, unless i am wrong. Trying this with UE5.4.
@KevinStevenson-rq4xd2 ай бұрын
I couldn't find it once but that was on a Material I forgot to set to "Post Process" so it was just a regular material. I set it to be a Post Process material and the option showed up!
@danD315D Жыл бұрын
Amazing Video! I've got a question, is there any ways to have the post process affect only the edges of an object, instead of the whole scene?
@HepnerKamil Жыл бұрын
Hi Daniel, would you like to have a simple single line outline or more of a hatching lines on the edge of the object?
@danD315D Жыл бұрын
@@HepnerKamil With more hatching line please! Since no one has done any tutorial about it on KZbin yet, most of them focus on a single outline.
@irusu.8 ай бұрын
can it be used in games?
@HepnerKamil8 ай бұрын
Of course
@simonemonaco42 Жыл бұрын
Lines squiggliness becomes more accentuated when i move far away the camera from objects. Is there a way to fix this? And is there a way to wiggle the lines at a low fps rate?
@HepnerKamil Жыл бұрын
The effect should be the opposite; lines farther from the camera should be thinner. However, there's a limitation at some point because the lines can't be thinner than 1 pixel. Just double-check that the remap node is set correctly. You can reference it in the video around 0:21. Squiggling the lines in a stop-motion fashion is trickier but sounds pretty cool. Hopefully, I'll find some time to record a video about it.
@hajime89046 ай бұрын
IDK, i was following all steps, but line distance doesnt work for me on 5.2
@HepnerKamil6 ай бұрын
It should work wihtouth the problems, what is your monitor resolution?
@lilouhaefner33522 жыл бұрын
23:24 Couldn't you also just saturate the emissive value?
@HepnerKamil2 жыл бұрын
Absolutely. However, I personally prefer to turn off bloom for stylized looks anyway.
@lilouhaefner33522 жыл бұрын
@@HepnerKamil Fair enough.
@carloscerralba85122 жыл бұрын
Hello! Im doing in unreal 5 and I have like a flickering in the whites, like a reflective light bounces and flash, what could it be? maybe lumen? Thank you so much for this tutorial!
@carloscerralba85122 жыл бұрын
Ok it was the bloom effect!
@HepnerKamil2 жыл бұрын
Also please check if you have automatic exposure turned off in your post process volume.
@HapZungLam2 жыл бұрын
Thanks for the tutorial. In the last video you have taught us how to randomize the line when we translate the camera. This video your lines are static even when the camera is translating. How do we do that?
@HepnerKamil2 жыл бұрын
Hi, you would need to reverse what was done in description of this video: kzbin.info/www/bejne/Y5TRhKugiduIpMk Or follow first video about hatching shader: kzbin.info/www/bejne/Z2m4ZmOBhcl3aKM. Since the first video had a dynamic hatching.
@ramirez53992 жыл бұрын
hi mister kamil,i have a quesition,how can i use this shader for transparency object likeVFX?It will all become white.
@HepnerKamil2 жыл бұрын
It's not set up for transparency in this example. Transparency was not something I wanted in this black-and-white look. However, the shader from Stylized Series Vol1 does support it. : ko-fi.com/s/183e60bde2 P.S it's because we're using SceneTexture:SceneColor that doesn't have transparency information
@ramirez53992 жыл бұрын
@@HepnerKamil I just found that before translucency can help me fix that,btw Vol1 very good work,I’ll buy it when I need it
@begolu99072 жыл бұрын
hi mister kamil, i have a question, can this tutorial be used under certain conditions, for example when line and outline is used for characters can it change realtime color and thickness based on direct sunlight and camera movement? Thank u.
@HepnerKamil2 жыл бұрын
Yes absolutely. But that would be a bit more "complicated", everything depends on the case. Having a limited number of light sources makes it easier. The easiest case is when you only have one light source, such as the sun (directional light). Then you need to get info about light direction via MaterialParameterCollection. After that, I would project that vector to the camera plane and use the object centroid to calculate where lines should disappear. This is a very simplified explanation, but hopefully, it gives you some direction.
@begolu99072 жыл бұрын
@@HepnerKamil Ah I see, does changing the color and thickness of the line outline in realtime require more than one light? is it possible to use the three basic lights on the character?
@DAYT1998Ай бұрын
I bet no one will read this, but I'll post it anyway: I have the problem that on some objects, lines get drawn where there's supposed to be a smooth transition, making them look more geometrical than they should. The meshes are smooth shaded. The only way I was able to remove these unwanted lines was to disconnect the part of the shader with the scene depth, but of course that removes a lot of the lines. By the way these lines are the most visible when the camera is further away from the object and disappear if I get close. If anyone has an idea on how to solve this, I'd be very grateful :)
@sarahragheb38192 жыл бұрын
Amazing tutorial! Thank you so much! Is there a way to make the lines thinner than the minimum value 1?? it's just that the further lines are still too thick. and when I tried to make it 0.5 it got the whole scene scratched
@HepnerKamil2 жыл бұрын
No you can't, the value 1 is close to one pixel thick lines. Now try changing values on your RemapValueRange node. Maybe it goes too quickly to thicker lines. Also you can remove it and use a fixed value, just 1. Does it work?
@Shamimreza2 жыл бұрын
Nice work, But I have a question in the hatching tutorial, the hatching moves, but here at the preview it doesn't. How to make the hatching fixed, not moving?
@HepnerKamil2 жыл бұрын
Hi Shamim! Follow the instructions in the description of this video: kzbin.info/www/bejne/Y5TRhKugiduIpMk
@omerrudnick8195 Жыл бұрын
Is there a way to do this in Blender's compositor or Photoshop?
@HepnerKamil Жыл бұрын
Oh yes definitely! In blender you can make it look even better. In Photoshop we can recreate as well, but at certain stages we would have to use specific techniques only for the Photoshop.
@omerrudnick8195 Жыл бұрын
@@HepnerKamil How?
@HepnerKamil Жыл бұрын
@omerrudnick8195 It's challenging to answer that question comprehensively in a comment. Essentially, you would need to follow the tutorial and attempt to replicate each step in your chosen software. It's merely a technique that can be utilized in most softwares
@marph3d2 жыл бұрын
Hello great effect! Bought!:) For you, can it also be used on an Oculus? I did a test and it is only visible in one eye. Not so if I'm doing something wrong Otherwise is it possible for you to create a shader material that is not a post process?
@HepnerKamil2 жыл бұрын
Hey Matteo. Answering the last question first. The answer is NO, for this particular setup and look it's need to be done as post process material. Speaking of Oculus, i don't have a much experience with it. But I remember that there was some issues with it around 4.24 version or so. Also take a look at that: forums.oculusvr.com/t5/Unreal-VR-Development/v35-causes-one-eye-not-to-render/td-p/897959
@shaunpatrick54582 жыл бұрын
Thank you for this. Was trying this out, is there any way to mask out the deformed lines so that the character won't be affected by it?
@HepnerKamil2 жыл бұрын
Hi Shaun, Victor asked similar question under this video kzbin.info/www/bejne/lYeadXmCmpZkqas Give a try to stencils, that should give you mask that you can use in a Material.
@MasterPiffy11 ай бұрын
you need to update those project files to reflect all the changes you've made if you expect money, I kinda want a refund for having to go through and fix things in order to make something I paid for work. I had to watch the tutorials anyways, coulda saved the money.
@HepnerKamil11 ай бұрын
Thank you for your feedback; this is definitely an area that requires improvement on my part.
@MasterPiffy11 ай бұрын
@HepnerKamil well yea, I legit wasted my money. Like I said i had to watch the whole tutorial anyways to patch it up. Its pretty useless and just a money grab, and if you have any proper morals you'll take down the files, or at least stop charging for them until theyre fixed. You dont deserve money for that shit.
@ultracapitalistutopia35502 жыл бұрын
I appreciate you sharing your knowledge, but "depth" is not pronounced "dipth".