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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.
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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...  
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Download Sample Project:

Physically Based Cel Shader: jumpeter.gumroad.com/l/VTA_PBCelShader
Outlines Filter: jumpeter.gumroad.com/l/VTA_LaplacianFilter
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Join Discord: discord.gg/YvXq3t675Q
Support me on Patreon: www.patreon.com/VisualTechArt
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Gimli and Legolas models have been made by Gianluca Squillace: www.artstation.com/artwork/d0kyNx

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