Hard edges and concave areas will create holes in the outline. Works better on smooth and convex meshes. Since you are using duplicates, you are basically doubling your polygon count. This depends on how many polygons your mesh has. You can see this in the example above where the duplicate overlaps the ground. Since the outline consists of polygons, they are prone to clipping.Generally, does not outline details inside the mesh.Appearance and thickness are easily adjustable by moving vertices.You will always have clean lines since the outline is made up of polygons.And because the duplicate is larger than the original, you will get an outline. This will allow the original to show through the duplicate. With backface culling enabled, you will see the inward faces instead of the outward faces. To fix this, you can invert the normals of the duplicate. If you use the duplicate as is, it will completely block the original. Then, make the duplicate a solid color (usually black) and expand it so that it is slightly larger than the original mesh. The idea behind this method is to duplicate your target mesh. To start, you will create outlines by using an inverted mesh. Unzip it and navigate to ToonOutlineStarter and open ToonOutline.uproject. Start by downloading the materials for this tutorial (you can find a link at the top or bottom of this tutorial). Note: This tutorial is part of a 4-part tutorial series on shaders in Unreal Engine:
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