Stylized Materials for Linear Content
summary
Shows how Unreal Engine materials produce 2D-style linear content by combining real-time Fresnel tuning, a Material Parameter Collection fed from a light-rig blueprint, and layered blends to crush highlights and shadows into bands. Demonstrates injecting HLSL via the custom node HLSL and using SceneTexture post-processes to run a Sobel edge detector and a Kuwahara filter for painterly noise suppression. Describes building a custom shading model, rim lights, and line-art driven from depth and normals, with final-pixel examples from Zafari, Beachbuds and a MetaHuman test.
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chapters (12)
- 0:00Start
- 0:28Introduction
- 1:36Light Rig Blueprint
- 2:12Material Parameter Collection
- 2:35Basic Toon Material
- 5:35Stylized Materials for Linear Content
- 15:38Stylized Shading Model
- 16:02Stylized Shading Node
- 17:28Stylized Line Art
- 19:50Stylized Shadow
- 21:11Rim Lights
- 31:39Source materials
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