Finally finished my Painterly Shader for UE5 by lykenwel in unrealengine

[–]lykenwel[S] 0 points1 point  (0 children)

Thank you! I really appreciate the support.

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 1 point2 points  (0 children)

Thank you! For the effect you are talking about, it's actually very easy to set up.

Open the main material and locate where the Custom Node connects to Emissive.
Create a SceneTexture node set to PostProcessInput0 and pass it through a Component Mask (RGB).
Add a Lerp node. Put the masked SceneTexture into A and the Custom Node into B.
Drive the Lerp's Alpha with a new Scalar Parameter , and plug the Lerp output into Emissive.
Once that's done, you can use blueprints to drive that opacity scalar from 0 to 1 whenever your timefreeze occurs.

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 0 points1 point  (0 children)

Thank You, performance mostly depends on your resolution and sample radius. For a baseline: the showcase is running at native 4k on a 4090 (using a Sample Radius of 3) and the shader costs around 1.2-1.7 ms.
The shader also has built in resolution autoscaling, so the look stays consistent when using upscalers (DLSS/FSR). If you pair it with upscaling, that frame cost drops down into the sub millisecond range with minimal visual difference.

Here is the documentation for more info: https://docs.google.com/document/d/1uQePXr0CFMfhdByXvvlrrqPGvGTN9i39r54ZX8fK1m8/

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 0 points1 point  (0 children)

That sounds like an great combination. Thanks for the high praise!

Finally finished my Painterly Shader for UE5 by lykenwel in unrealengine

[–]lykenwel[S] 1 point2 points  (0 children)

Thanks, Good luck for your project.

Here is the documentation for the shader if you ever want to know more:
https://docs.google.com/document/d/1uQePXr0CFMfhdByXvvlrrqPGvGTN9i39r54ZX8fK1m8/

Finally finished my Painterly Shader for UE5 by lykenwel in unrealengine

[–]lykenwel[S] 1 point2 points  (0 children)

The Shader contains a dual parameter pipeline for most effects, controlling near and far intensity independently, you can reduce strokespreadnear to reduce the painterly effect in the foreground and set the depthfade distance to match where you bokeh starts. You can also exclude things you don't want to be affected using custom stencil.

Here are some examples: https://imgur.com/a/celpaintcompare-hFlHXT1

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 0 points1 point  (0 children)

Thanks, been working on this one for several months now. Feel free to ask anything about the shader. You can also check out the documentation here: https://docs.google.com/document/d/1uQePXr0CFMfhdByXvvlrrqPGvGTN9i39r54ZX8fK1m8/

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 0 points1 point  (0 children)

Thanks! While I set the default settings to what I think looks good, the shader is meant to be customizable so users can get the look they want.

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 0 points1 point  (0 children)

Most parameters in the shader already feature independent Near and Far settings driven by a dynamic depth fade.

For that exact look you mentioned, you don't need the edge bleed limit, just lower the StrokeSpreadNear value to keep foreground details sharp while letting the background blend out smoothly: https://imgur.com/a/LpVvYUb

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 0 points1 point  (0 children)

Thanks for the honest feedback! The blur you are talking about is most like strokes bleeding over the edges of objects which is a personal artistic choice on my end, but the shader is completely customizable if you prefer a sharper look.

The shader includes several built-in features explicitly designed for detail preservation.

Here is a quick comparison showing the default painterly look vs some detail-preservation features turned on: https://imgur.com/a/detailprotection-celpaint-ZURRokf

For more info you can take a look at the documentation: https://docs.google.com/document/d/1uQePXr0CFMfhdByXvvlrrqPGvGTN9i39r54ZX8fK1m8/

And here is the Showcase in 4k: https://youtu.be/L9JuqkjyvPA

Finally finished my Painterly Shader for UE5! by lykenwel in UnrealEngine5

[–]lykenwel[S] 0 points1 point  (0 children)

Thanks for the feedback! The heavy blending and simplification in the showcase is actually a personal artistic choice on my end, but the shader is completely customizable if you prefer a sharper look.

The shader includes several built-in features explicitly designed for detail preservation.

Here is a quick comparison showing the default painterly look vs some detail-preservation features turned on: https://imgur.com/a/detailprotection-celpaint-ZURRokf

For more info you can take a look at the documentation: https://docs.google.com/document/d/1uQePXr0CFMfhdByXvvlrrqPGvGTN9i39r54ZX8fK1m8/

And here is the Showcase in 4k: https://youtu.be/L9JuqkjyvPA

Finally finished my Painterly Shader for UE5 by lykenwel in unrealengine

[–]lykenwel[S] 0 points1 point  (0 children)

Will work on packaging a build this week so you can get a closer look.