Easy to Use Human Rendering Shader for UE4

Sungwoo Lee is working on the efficient UE4 character rendering using the Wikihuman Project assets.

You’ve probably seen some very cool environment production pieces from Sungwoo Lee. He’s doing some stunning work with the 3d scenes, but most recently he started studying character rendering. Currently, it’s still a work in progress, but the developer promises to release the pack in the nearest future.

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I downloaded the Photo realistic character rending package from Unreal Community. In my path of learning, I found the shader in this package was quite hard to understand. Especially eye shader and eye blending (Tear-Line?). I think if someone who doesn’t have knowledge of mathematics or algorithms, it’s really hard to manage and use these assets, even though the result looks so great!

For people like me who have no programming or TA experience, such shading method is not really useful. What we need are easy to manage and good looking images. Maybe the way that I create materials cannot reach the best images but there is a balance between efficiency/performance and quality.

These images are what I got now. I optimized much logic on my shaders. I have built skin, eyeball, tear-line, eye occlusion(shadow) shaders and now I’m going to build a hair shader.

Some of the images of the Blueprint setups are available here. The full project will be available for download, after the hair shader will be completed. We’ll make sure to present a new interview with Sungwoo Lee once it will all be finished.

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