Project and Editor Settings
Project Settings
The following are Project Settings related to MooaToon:
Engine
MooaToon
Global Diffuse/Specular Color Ramp Atlas
Choose the Global Diffuse/Specular Color Ramp Atlas to use. See the tutorial for usage details.
If you modify an existing Ramp Atlas or add new ramps, copy the built-in MooaToon Ramp Atlas first to prevent your changes from being overwritten by updates.
Rendering
Global Illumination - Dynamic Global Illumination Method
We recommend using Lumen. MooaToon's Global Illumination features rely on Lumen and may not work with other GI methods.
Direct Lighting - Ray Traced Shadows
Enable Ray Traced Shadows to ensure MooaToon's self-shadow features function correctly.
Hardware Ray Tracing - Support Hardware Ray Tracing
Enable Hardware Ray Tracing to support MooaToon's ray tracing dependent features.
Optimization - Velocity Pass
Do NOT select Write during Base Pass.
MooaToon adds an additional GBuffer. If Velocity is also written during the Base Pass, the number of simultaneously bound Render Targets can exceed the engine limit (8) and may cause a crash.
Editor Preferences
The following are Editor Preferences related to MooaToon:
Global
Derived Data Cache
Under the default settings of the Windows, UE saves all DDC generated by projects to the engine installation directory (typically the system disk), which can occupy a significant amount of valuable system disk space, and in most cases, this is not what users expect.
Therefore, MooaToon has modified the default settings in MooaToon-Engine/Engine/Config/BaseEngine.ini, so all caches originally saved in the engine directory will now be saved to each project's respective directory (%GAMEDIR%LocalDerivedDataCache).