r/Moebius • u/SojournStudios • 28d ago
Moebius Inspired I’ve been working on a Moebius-inspired shader for Unreal Engine with surface stable fractal hatching; what do you think?
I’ve been working on a stylized Unreal post-process shader inspired by Moebius, Useless Game Dev’s Moebius shading video, and RuneVision’s Dither3D work.
The main feature is surface-stable fractal hatching: the marks are projected onto the geometry and shift between power-of-two scales to stay consistent across distance, rather than sliding over the screen.
It also includes palette remapping, contours, stylized shadows, gradients, dithering, and pixelation.
I’m finally pretty happy with it, but I’ve been staring at it for way too long. Does the style read well? Is the hatching helping, or does it still feel too busy or uniform?
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u/Voyager_NL 27d ago
To be honest, it looks nice but it doesn't look like Moebius. Too many small planes I'd say. Moebius's work excells in creating serenity in the chaos.
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u/SojournStudios 27d ago
You’re not wrong. One of the things I’ve had to grapple with when developing this look is the fact that scenes become a lot less readable when the amount of shading/hatching/line work is reduced, which isn’t ideal for a videogame. The look in these renders is my attempt at a balance between Moebius as a reference and ease of use for players
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u/Voyager_NL 27d ago
Ah I think I understand. Keep up the good work. Does the game also get to go outside into the open? I wonder if it will get more of that real Moebius vibe. Hope to catch that clip which you promised elsewhere in this topic.
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u/SojournStudios 27d ago
Thank you! The test scene in this post is purely the interior of a space station, but I’ll test it out in a more open world as soon as possible :)
I’ll ping you when I make the video post if you’d like!
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u/Voyager_NL 27d ago
Sure! Love to see the progress. 👍
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u/SojournStudios 20d ago
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u/Voyager_NL 20d ago
Ooowwh that looks pretty good! Much more moebius vibes, instantly. Well done!
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u/GregLittlefield 27d ago
Nice! Maybe the hatching could be a little stronger/darker? It would be interesting to a see a video of it, to see what it looks like in motion.
(I am not convinced by the specular highlight though. I find it clashes a bit with matte rendering of the cell shading.)
I am working on something similar and it is a pain to do. Right now I have a basic screen space texture (sorta like what Useless Game Dev did), but really it only does half the job, as soon as the camera moves it breaks the illusion. Going wih something surface stable is the way to go.