Unreal Engine 4 Post Process Material for Painterly / Sketchy / Hand Drawn Effect

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This video demos a Post Process Material I made in Unreal Engine 4 in a couple of days. It's a painterly / sketchy / hand-drawn effect.

Let me know what you think in the comments, or hit me up on Twitter @llnesisll :)



If you want to make this yourself, the important parts of this Material are:

- Noise defined by camera position + rotation, or time (for jittering values for edge bleed and the sketchy texture's angle)

- A rough but blurry normal map (used to offset screen coordinates that get sampled to create edge bleed),

- A "sketchy" texture to apply to the scene (in this case, I grabbed a simple graphite sketch texture from Google Images, then Photoshopped it to tile seamlessly), and

- A method to rotate the sketchy texture's angle based on approximate scene colours, to make the result look like the scene has been coloured in by an artist that sketches at slightly different angles for each colour they use.



The part of this effect I like the most is that the sketchy texture gets a different angle depending on the approximate colour of the scene :) So red gets "coloured in" at one angle, blue gets angle, brown gets another, white gets another, etc for whatever number of colours. The angle each colour gets is determined by a little maths and some rounding, so patches of similar colour get a similar sketch angle when being "coloured in".




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Tags:
game
design
programming
coding
shader
painterly
ue4
unreal engine
postprocessing
unreal engine 4
post process
post processing
postprocess material
post process material
painterly effect
painterly shader
sketchy effect
sketchy shader
hand drawn effect
hand drawn shader
hand drawn