[Oniram] UDK Lighting and Post Processing Review

19 replies [Last post]
Oniram's picture
Posts: 151

When i saw the preview for this dvd, i instantly had to have it! this dvd was everything i was looking for in lighting and post processing for UDK. I have just begun to familiarize myself with udk lighting and post processing, and this dvd cleared up SO MANY questions. While my school library has purchased many of the Eat 3d Dvds (they're slacking on the new ones), this is the third dvd i have personally purchased from Eat 3d, and i have not been disappointed yet. While i have only gone through the first chapter of the dvd, i am already learning tons of new things. The material PPE was especially one of my main focuses. The outline shader is something that ive seen requested on MANY forums, and im glad that you guys came up with a simple and efficient way of achieving this. I actually spent a few extra hours messing with settings and numbers in order to achieve a nice outline for a map (which which does not only show B/W), and with some online help i was able to finally figure it out! Ill post up my material chain in case anyone else is interested.

 

Original Outline Product using Eat3d Method

 

new outline with some tweaking

 

material setup for new outline method (large image!)

im still unsure of which method i think works best. it honestly depends on the overall scale of the map i think. but regardless i would not have gotten anywhere close to understanding this without the help of Eat3d.. THX A BUNCH AND KEEP THE GREAT CONTENT COMING!

 

 

 

metalliandy's picture
Posts: 3188

Nice Job Oniram Laughing out loud

Thanks for posting the shader tree!

cridia's picture
Posts: 28

If I may be so bold to ask; that shader tree is, for some reason or another, behaving really, really weird in my scene. There is no outline whatsoever, but instead a huge red weird looking wall has been generated towards the back of the view. I am absolutely sure that I have done everything correctly, but I am not that proficient yet. Would you happen to know what might be causing it?

Oniram's picture
Posts: 151

well if uve got the dvd, i do pretty much everything they do up to the adds on the main procedure (they subtract). a few things u may have that could be wrong..

1. Make sure that the ScreenPos has normalize Checked.

2. Just double check that your masks are being appended with R on top for all 3. (look at how they cross in the middle).

if its not either of those then i dont know... post your tree so i can get a better understanding (it may take a bit of photoshop compositing to get it at the quality it needs to be. )

cridia's picture
Posts: 28

Thanks, that was exactly it! I can see why I forgot though, but didnt expect the impact to be that major. Thanks again!

daveprout's picture
Posts: 5

 

Nice work, Oniram!  It's cool to see you experimenting with different line colors and weights.  It's also possible to vary the line width based upon scene depth, so you can get thinner lines in the distance vs. up close (to keep the image from flattening out and looking too cartoonish).  
To do this, try duplicating your shader tree and setting a "fat" line for the original and a "skinny" line for the duplicate, and Lerp them using a SceneDepth node (properly divided as per the DVD).
Dave 

Nice work, Oniram!  It's cool to see you experimenting with different line colors and weights.  It's also possible to vary the line width based upon scene depth, so you can get thinner lines in the distance vs. up close (to keep the image from flattening out and looking too cartoonish).  

To do this, try duplicating your shader tree and setting a "fat" line for the original and a "skinny" line for the duplicate, and Lerp them using a SceneDepth node (properly divided as per the DVD).

Dave 

 

lehua768's picture
Posts: 1

everything i was looking for in lighting and post processing for UDK. I have just begun to familiarize myself with udk lighting and post processing, and this dvd cleared up SO MANY questions. While my school library has purchased many of the Eat 3d Dvds (they're slacking on the new ones), this is the third dvd i have personally purchased from Eat 3d, and i have not been disappointed yet. While i have only gone through the first chapter of the dvd, i am already learning tons of new things. The material PPE was especially one of my main focuses. The outline shader is something that ive seen requested on MANY forums, and im glad that you guys came up with a simple and efficient way of achieving this. I actually spent a few extra hours messing with settings and numbers in order to achieve a nice outline for a map (which which does not only show B/W), and with some online help i was able to finally figure it out! Ill post up my material chain in case anyone else is interested.There is no outline whatsoever, but instead a huge red weird looking wall has been generated towards the back of the view. I am absolutely sure that I have done everything correctly, but I am not that proficient yet. Would you happen to know what might be causing it?

Oniram's picture
Posts: 151

a few things you may want to take note of.

1. Make sure that the ScreenPos has normalize Checked, that is usually the big thing that messes people up.

2. When appending your masks, make sure that you are appending R first, then G.

those seem to be the most common mistakes with this shader.

daveprout's picture
Posts: 5

Hi lehua768,

>> There is no outline whatsoever, but instead a huge red weird looking wall has been generated towards the back of the view.

Based on this description, are you using a value to effectively "clamp" the distance?  It could be that your shader is set up to exclude the distance (if you are using one of mine, I usually include this ability for skyboxes).  This value may be set too close to the camera, increasing the values in the mask with the effect of "pulling" the excluded area closer to the camera.

Have you got any screenshots of the problem, and/or shots of your shader graph to look at?

Best,

Dave

Oniram's picture
Posts: 151

Dave,

what you mentioned in your post to lehua about clamping the distance, i have a question regarding that. i tested out the shader on 2 or 3 of the default udk maps, i was getting lines across the skybox depending on the level and size of skybox. for each level i had to go through tweaking the settings for the shader to falloff just before hitting the skybox. i just wanted to know to what you were refferring about "clamping the distance," if its something you have recently done yourself, or something that was gone over in the tutorial.

Also i was thinking about experimenting a bit more with the shader. I went through and tested at each step what the shader does, and i was intrigued by the offsetting of the pixels on an individual level. With the combination of offsetting in "X and Y" pixels as shown in the video, the result creates and outline over any object that ends. What i mean by that is it literally outlines the contour of the object. I was thinking if it would be possible to offset the pixels in Z, so that way you could also get an outline of the actual shape of the object (you can see a bit of what im talking about in the picture i posted with the red outline.. the wavy arch outline stops in between the front left two pillars, because of the ammount of geometry in front of and behind it). Just a thought that i had been pondering about for a while.

daveprout's picture
Posts: 5

Oniram,

First, regarding the skybox, I perform similar steps to exclude the skybox on a per-map basis.  Early on I experimented with using a different DepthPriorityGroup to render the skybox than the DPG the post process chain was using, but didn't have much luck; however, this is probably worth a fresh experiment since the tools have come a long way since my last one.

To do what you're mentioning regarding z-space deltas, it should be possible to clamp (or subtract from, alternatively) the resulting edge mask in the shader to remove the lower-end values (where the z-distance is less), eliminating any lines that are drawing around shapes rendered against closeby polygons.  

Another feature which can be added is to create two sets of edges; the first set thicker and the second thinner, and blend between them based upon distance, so that the lines in the background are not excessively thick.  

-d

Oniram's picture
Posts: 151

I tried the second set of outlines to blend between the thick and thin ones when you posted about that earlier in this thread. it worked out great. ill have to try now and experiment with the z-space deltas as you mentioned. thx.

MaVCArt's picture
Posts: 29

hi, i'm trying to recreate this shader in the latest UDK build, but I get two error messages that say "only transparent materials can read from scene color/depth"

 

anyone got any ideas as to how to solve this?

Oniram's picture
Posts: 151

you need to change the options for the material to Blend_Transparent (or translucent? slips my mind right now) and MLM_Unlit

MaVCArt's picture
Posts: 29

@oniram: I did as you said, but the entire thing became transparent :S well, it just disappeared actually :S 

it's blend_translucent, btw, because the other one doesn't exist :P when I set it to MLM_Phong, though, I get this semi-transparent material, but I guess that isn't what it's supposed to be Sticking out tongue

 

got any ideas? I would really appreciate it ^^

Oniram's picture
Posts: 151

its supposed to appear transparent in the material editor. to apply it as a post process material it needs to remain translucent and unlit. just apply it in post process and take a look at it with the settings i told u.  Laughing out loud

MaVCArt's picture
Posts: 29

it works!! God D*mn it man, thank you so much Laughing out loud

Oniram's picture
Posts: 151

no problem. glad to help Laughing out loud

Oniram's picture
Posts: 151

yup..

stevebarret's picture
Posts: 1

I needed to learn some of these stuff n my photo editing. Some of the skills here are absolutely useful for portraits.