Hey, for those rare few who find themselves having trouble getting the lines to show up on their models, make sure you have a camera in your scene. I decided to try this out on some older models I had lying around, and it took me about half an hour of googling to find out that, yeah, you have to have a camera in the scene before the lines render.
Its starting to get there. We use it for storyboarding and some previz stuff, but nothing in the final production. Maybe in a few years I will finally be able to use it in production.
Blender will always be a Swiss Army Knife. Those who think it can possibly be better than a Machete (Zbrush) or a pair of Hedge Clippers (Maya) are fooling themselves. I love Blender, but it's mainly for filling in production gaps that don't need to be specialized. Long story short: Blender is free, you'd be stupid to not pay for ONE other program that actually specializes in something.
the baking part is the only real disadvantage, at the same time while this mesh isnt too complex the number of lines drawn is quite high, i'll need to test better but for more "organic" animations (animals, people etc) it will probably be much better than freestyle or the old solidify trick
A message for those who, like me, were tormented trying to change the color to white. Make sure you check off the "Use lights" in the "Object Data Properties" section of stroke. Without this action, my lines were gray instead of white.
Ok figured out the crease angle issue - you can not have your normals use Auto Smooth (in the Object Data Properties: Normals), now to figure out the how to make the lines actually white.
1:21 I haven't gotten around to using the new modifier yet, but from what I can see, that seems to be the Freestyle lines feature, but as its own modifier? Real nifty. Freestyle lines require fiddling with View Layers, Render Passes, and the Compositor, plus you need to re-render the Still Image or Animation to preview it. Being able to view the line results in real-time is nice, but I'm not sure I like how the program seems to chug just by dragging the camera with just one object to deal with.
This rules!!! That whole inside out thing was a bit much for multiple objects. Throwing everything I want lines on in a collection worked first time. Love it.
Great tutorial! The information that you need a camera in the scene would have been a good info to get right from the start though ;D I fumbled around and wondered why nothing happened until you mention that the smearing of the lines appears because it uses the camera point of view :D
I really admire your ability to create these beautiful materials, once I saw them I didn't even feel like creating an outline anymore. Is your "how to create believable textures" video a guide to achieving this look?
this reminds me a lot of some of the icons and comcept art you would see in cel shaded games during the ps2 era... makes me wonder if they were created using something like this
Wow this graphic looks so much like borderlands!! I love that digital cel shading look. Reminds me of like early 2000s digital anime almost. Great job!!
Since this is GP, I am assuming you can use the GP tools to make changes to each frame of lines such as thickening or thinning out some of the lines so it looks a bit more artistic rather than technical.
I've tried it and it looks great... for a while. But after a while the lineart strokes just disappear. I've looked everywhere for help with this. Do you know anything about why it does this and how to fix it?
I spent an entire night, literally from 8 to six in the morning trying to use the old solidify method, only to get sent this video when I asked for help, and found I'd been trying to use a mallet to break a Boulder, when I was standing on a sledgehammer.
I was having problems applying this to an existing mesh as well. It simply wasn't showing the lines inside the mesh, no matter what angle I used for the 'Crease' property. After trying everything I finally found the culprit: I had to enable 'Crease On Smooth' in the section 'Geometry Processing' of the Line Art modifier. Maybe this helps someone. 🙃
Lets say I want to export a GLB avatar from blender, into something like AR Spark for Instagram filters. Would there be a way for my little dude in the environment be able to have this style of linework that still interacts with camera angle while not in blender? Thanks for such a great video!
Hey! Great tutorial! Love the content! I kinda liked when you showed that the grease pencil jitters around the model after the bake. I was wondering if it is possible by any chance to see those drawing grease pencil lines FROM the camera view?
Fantastic Tutorial! My thanks! Question: What would cause a scent to lag extensively? I've got an epic machine, but my scene (quite a lot of geo) is taking the longest time
funny, I just needed a nice toon outline and your video just appeared. coolio! but what if I want the outline to only surround the object's rim - just the outside?
Great tutorial thanks. is it possible to slide as a stroke effects on object 's contour using line art? In the words, How to trim line art strokes and then how to scroll along contours?
Hello, good tutorial but I can't figure out how to render the line art in cycles or how to at the very least render the line art as a separate layer or convert the grease pencil to an object so I can render it separately? That way I could at least add the line art to the render in comp.
I've done a cycles render with the line art and it doesn't appear until the render is complete, so that might be what's happening to you I'm not much of a compositing wizard but I don't think you can render two different things at once, if you want to composite the lineart yourself you either have to use freestyle, which is a post process effect, or render two images for the conversion I did a quick test and you _can_ convert the line art to a curve but the result isn't great so I'd recommend using a transparent shader if you want the object to be hidden in the render
hey, is there a way to use this techinc in others places? like unity or unreal? i was making my models using this method and now i'm trying to test in a game, do you know if it's possible? Also thanks for sharing this, it's so much better than the others types of outline that i try.
I've tried it out and it's great for rendering but almost useless for in-game models. Is there a way to use this in some way for live models in video game engines? Some sort of export model feature i'm not aware of?
looks ok, but i'm doing this on a character, when i apply strokes to the collection, and check the "in front" option, all the lines from the backside of the model show through. i can't seem to figure out how to make those lines from the back go away while still having clean lines.
Thought I had a solution, it was working in the viewport, but yeah the lines show through in the render. I hope someone comes up with a fix for this as the lines look so much cleaner when 'In Front' is used
@@linden1763 Yeah, it’s weird too because i thought these lines were generated from just the surfaces that are IN the camera view. So why would lines from surfaces on the back of the object be generated at all?
@@Jamie-wh3kd I seem to be having better luck by clicking the object I want to add lines to, then adding the "Object line art" Grease Pencil object rather than a "Stroke" object. Still have one weird line showing through my characters arm though...
Thanks for this awesome tutorial, I subbed and will be watching many more. It's such a shame that this modifier is so performance intensive, I can't really see myself using it with how extremely slow it is. I was hoping it would be a game changer for my toon workflow. EDIT: Baking made my lineart disappear, even though it's enabled in the viewport and I'm getting the "continue without clearing" button.
If i enable the strokes in my project for viewport or rendering my blender crashes 10/10 on i9 9900k, RTX2070SUPER, 32GB 3200mhz ram. This is really performance intensive
Hi, I have a problem with the grease pencile, the Overlay, the first plan of my scene, doesn't want to render the stroke. I tried to change things with the depth of field, nothing works... Do you have any ideas how can I resolve this issue ?
Does anyone know how to change blenders default reflection image? You know the one of all the trees. Like you set a material all the way over to non metal, and you get that image as a reflection. Theres gotta be a way to change that. I dont want my objects reflecting trees when it inside. Im newb to this channel and new to blender. Thought Id ask while it just popped into my head watching this video. Thanks, enjoying the channel.
Are you sure you're in rendered mode (the rightmost ball in the top right) and not in material preview? As far as I know blender doesn't come prepacked with any HDRI other than material preview Either way you can change the reflections with an HDRI in the world material settings If you don't know what any of than means I suggest you check up on some beginner lighting tutorials
I do wish there was a way to provide a slight offset to the edge or something, the "In Front" method is a bit hit and miss with multiple items in the scene
What happens if you have multiple cameras in the scene that you want to switch between. Can you still bake it on a purcamera basis? or do you have to Leave it to ren at time of render?
why are their white lines in the middle of my strokes on the obj? I cant figure out how tor emove them. My stoke color is set to black but there are thin whte lines on every edge also.
The first 1000 people to use the link will get a free trial of Skillshare Premium Membership: skl.sh/southernshotty06211
gimmie
Hey, for those rare few who find themselves having trouble getting the lines to show up on their models, make sure you have a camera in your scene. I decided to try this out on some older models I had lying around, and it took me about half an hour of googling to find out that, yeah, you have to have a camera in the scene before the lines render.
THANKS
That sounds like the kind of stone I usually trip over... thanks for moving it away!
Life saver right here.
what about color changing is not working
fankzzzz
We can assume blender will be industry standard within this decade if the development maintain this pace
It is! They ever used Blender for some of the older spiderman films and parts of the hobbit films as a preview-er.
Its starting to get there. We use it for storyboarding and some previz stuff, but nothing in the final production. Maybe in a few years I will finally be able to use it in production.
@@NN-ei5xq Why are you putting Blender and UE5 in the same category?
Blender will always be a Swiss Army Knife.
Those who think it can possibly be better than a Machete (Zbrush) or a pair of Hedge Clippers (Maya) are fooling themselves.
I love Blender, but it's mainly for filling in production gaps that don't need to be specialized.
Long story short: Blender is free, you'd be stupid to not pay for ONE other program that actually specializes in something.
@@NN-ei5xq what???
I LOVE TOON SHADING!!! Bless whoever created this mod. Now all we need is a shader for Max steel, and slugterra style toons.
the thing i need is if you can bake this into your model that would be awesome
@@angryteapod1765 A solution I've devised for that is to just duplicate the edges and convert it into grease pencil
With arcane's popularity, a lot of people have been working on stylized stuff. The increase in tutorials and resources is amazing.
the baking part is the only real disadvantage, at the same time while this mesh isnt too complex the number of lines drawn is quite high, i'll need to test better but for more "organic" animations (animals, people etc) it will probably be much better than freestyle or the old solidify trick
A message for those who, like me, were tormented trying to change the color to white.
Make sure you check off the "Use lights" in the "Object Data Properties" section of stroke.
Without this action, my lines were gray instead of white.
you saved my life, now I can finally change the color of the lines, thanks
@@nembutsu1045 I'm glad to help 🙂
Oh how i wish that made a difference at all. Also someone else's tip about getting the crease angle edge modifer to work, doesn't do anything either.
Ok figured out the crease angle issue - you can not have your normals use Auto Smooth (in the Object Data Properties: Normals), now to figure out the how to make the lines actually white.
1:21 I haven't gotten around to using the new modifier yet, but from what I can see, that seems to be the Freestyle lines feature, but as its own modifier? Real nifty.
Freestyle lines require fiddling with View Layers, Render Passes, and the Compositor, plus you need to re-render the Still Image or Animation to preview it.
Being able to view the line results in real-time is nice, but I'm not sure I like how the program seems to chug just by dragging the camera with just one object to deal with.
The timing for this is AMAZING, both for the 2.93 release and for this video. You just saved me SO much time.
This rules!!! That whole inside out thing was a bit much for multiple objects. Throwing everything I want lines on in a collection worked first time. Love it.
So simple, so straight forward, and precise instructions. Dude, you're simply the best!!
I just used this on a quick rotation animation of the basic Buildify blend file. VERY cool. The gears are already turning
Great tutorial!
The information that you need a camera in the scene would have been a good info to get right from the start though ;D
I fumbled around and wondered why nothing happened until you mention that the smearing of the lines appears because it uses the camera point of view :D
I know, Right!
I really admire your ability to create these beautiful materials, once I saw them I didn't even feel like creating an outline anymore. Is your "how to create believable textures" video a guide to achieving this look?
I still kind of prefer Miguel Pozoe's lineart node ngl. It makes so much more sense to have the lines as part of the shader
this reminds me a lot of some of the icons and comcept art you would see in cel shaded games during the ps2 era... makes me wonder if they were created using something like this
This is the modifier we've all been waiting for
Wow this graphic looks so much like borderlands!! I love that digital cel shading look. Reminds me of like early 2000s digital anime almost. Great job!!
This is an extremely helpful tutorial, and just what I needed! Thank you so much for your great video! 👍
Gosh dang it, I'm still stuck in 2.79. Anything beyond that crashes at the default cube. XD
Blender is just teasing me at this point.
I swear I’ve played with this model on a game before.
Thats because this comment is sponsored by war robots... DOWNLOAD NOWW🤣
I was looking for this before I went to sleep.. and see this in my recommendations by lunchtime the next day ( today)..
This reminds me of Borderlands. I like it.
Thanks for the video! Sure does beat using freestyle and having to wait for everrrr to check the results. Subscribed!
This is the most reliable method I've found so far, thank you!
Thank you for sharing this!
I'm going to be using it for a mod that I'm making for FnF art (Because I'm bad at 2D art) and this is just what I need!
Nice vid! FYI, at 0:48, you can add a Grease Pencil Line Art element directly, which saves a couple of setup steps...
good to see the osci studio guru around
@@finnstewart6173 :D
Since this is GP, I am assuming you can use the GP tools to make changes to each frame of lines such as thickening or thinning out some of the lines so it looks a bit more artistic rather than technical.
Yes, but you have to apply the modifier if you want to sculpt the lines, but you are free to add more GP modifiers.
thanks for taking the time to record this !
4:32 I felt that
NEVER clicked a tutorial vid so fast before omgggg i am excited for this
It'd be awesome if there was a way to export this and get it to work in Unity or UE4.
Whooo! I've always loved that effect! Thanks for the tutorial!
I've tried it and it looks great... for a while. But after a while the lineart strokes just disappear. I've looked everywhere for help with this. Do you know anything about why it does this and how to fix it?
Go back to the modifier and then unselect and reselect the collection/object. Worked for me!
Loved the tutorial. It gives an unique hand drawn look to the mesh
How to do that blueprint material?
Blue scene background, white material on the line art modifier
Yo dude thanks for the tutorial, worked great for me!
this is beautiful
Thank you!! Great instructional video!
I'm glad I found your channel, I already follow you on Instagram. Your style is so eye-catching I love it
Awesome as always 🙌🏻
Priceless! Thank you for the tutorial.
I leaned a lot of things from your channel ❤️
as
spawn1411 said in a comment below: to change the color of the lines check off the "Use lights" in the "Object Data Properties" section of stroke.
Thanks for the great video. Can you tell me how you generated the view of the line art with just the blue background and line art only?
I spent an entire night, literally from 8 to six in the morning trying to use the old solidify method, only to get sent this video when I asked for help, and found I'd been trying to use a mallet to break a Boulder, when I was standing on a sledgehammer.
I was having problems applying this to an existing mesh as well. It simply wasn't showing the lines inside the mesh, no matter what angle I used for the 'Crease' property. After trying everything I finally found the culprit:
I had to enable 'Crease On Smooth' in the section 'Geometry Processing' of the Line Art modifier.
Maybe this helps someone. 🙃
Hey, you missed the last step! How did you create the blueprint effect? That’s the coolest part.
Just put a blue background and change the black stroke to white.
Your video really is helpful! thank you for making it
Wow! This is great
Very useful tutorial, thanks!
Lets say I want to export a GLB avatar from blender, into something like AR Spark for Instagram filters. Would there be a way for my little dude in the environment be able to have this style of linework that still interacts with camera angle while not in blender? Thanks for such a great video!
Thx for that artifact fix!
great tutorial
This is great. Thank you!
excellent tutorial!
thank you for the free cg models.
Just amazing tool
Hey! Great tutorial! Love the content! I kinda liked when you showed that the grease pencil jitters around the model after the bake. I was wondering if it is possible by any chance to see those drawing grease pencil lines FROM the camera view?
I mean, to see them animate - 11:47
SICK!!! Could this be rendered as render pass if i only wanted the outlines? Similar to what freestyle offers?
Fantastic Tutorial! My thanks!
Question: What would cause a scent to lag extensively? I've got an epic machine, but my scene (quite a lot of geo) is taking the longest time
....this is 💥
I was stuck with this idiotic solidify methode for outlineing, which does not work at my end.. at all.
THANKS🙌
Thanks for the great tutorial. How do I fix lines that render pixelated and have stair steps?
whats the glow effect you are using? looks great!
looks cute ,only problem people with potato pc rip, only high end machines for complex objects.
Finally, can't wait to make some wireframe render.
funny, I just needed a nice toon outline and your video just appeared. coolio! but what if I want the outline to only surround the object's rim - just the outside?
Uncheck all the render boxes except CONTOUR.
Great tutorial thanks. is it possible to slide as a stroke effects on object 's contour using line art? In the words, How to trim line art strokes and then how to scroll along contours?
Hello, good tutorial but I can't figure out how to render the line art in cycles or how to at the very least render the line art as a separate layer or convert the grease pencil to an object so I can render it separately?
That way I could at least add the line art to the render in comp.
I've done a cycles render with the line art and it doesn't appear until the render is complete, so that might be what's happening to you
I'm not much of a compositing wizard but I don't think you can render two different things at once, if you want to composite the lineart yourself you either have to use freestyle, which is a post process effect, or render two images
for the conversion I did a quick test and you _can_ convert the line art to a curve but the result isn't great so I'd recommend using a transparent shader if you want the object to be hidden in the render
If you bake the line render does it then (or can it) go onto the material? Would save a lot of resource if I baked in the lines for games
hey, is there a way to use this techinc in others places? like unity or unreal? i was making my models using this method and now i'm trying to test in a game, do you know if it's possible? Also thanks for sharing this, it's so much better than the others types of outline that i try.
Hey man, any idea why this doesn't work on some objects? I tried the line art object and it's just completely blank. Any idea? Greatly appreciated!
Do you have a camera in the scene?
Also check that the line art isn't inside the object, it sometimes clips so far that it's not visible
Man this grinds my computer to a halt, and I've got a reasonable system. Any tips?
There's nothing you can do, the developers have to fix that.
Does anyone know how to use the vertex weight transfer? I seen that you can affect the line weights with it but I can't pull it off.
thanks man :D
I've tried it out and it's great for rendering but almost useless for in-game models. Is there a way to use this in some way for live models in video game engines? Some sort of export model feature i'm not aware of?
looks ok, but i'm doing this on a character, when i apply strokes to the collection, and check the "in front" option, all the lines from the backside of the model show through. i can't seem to figure out how to make those lines from the back go away while still having clean lines.
Thought I had a solution, it was working in the viewport, but yeah the lines show through in the render. I hope someone comes up with a fix for this as the lines look so much cleaner when 'In Front' is used
@@linden1763 Yeah, it’s weird too because i thought these lines were generated from just the surfaces that are IN the camera view. So why would lines from surfaces on the back of the object be generated at all?
@@Jamie-wh3kd I seem to be having better luck by clicking the object I want to add lines to, then adding the "Object line art" Grease Pencil object rather than a "Stroke" object. Still have one weird line showing through my characters arm though...
Here's a noob question.
When we export it into game engine, do we have the save visual result?
Thanks for this awesome tutorial, I subbed and will be watching many more. It's such a shame that this modifier is so performance intensive, I can't really see myself using it with how extremely slow it is. I was hoping it would be a game changer for my toon workflow. EDIT: Baking made my lineart disappear, even though it's enabled in the viewport and I'm getting the "continue without clearing" button.
If i enable the strokes in my project for viewport or rendering my blender crashes 10/10 on i9 9900k, RTX2070SUPER, 32GB 3200mhz ram. This is really performance intensive
AHHH WHERE WAS THIS TUTORIAL WHEN I WAS IN MY FRESHMAN YEAR
How did u do that!!
For me, it's only making lines for active camera angle. And not all angles.
Thanks but also how did you get that white on blue look at the end of the video?? You don't seem to address that?
thats very easy. set background to blue, set material shader to blue (no bsdf), add the line art modifier. Voila you have the same blue and white
thats very easy. set background to blue, set material shader to blue (no bsdf), add the line art modifier. Voila you have the same blue and white
Thanks for the overview! Do you know if there's a way to get the lines to taper when they terminate?
Hi, I have a problem with the grease pencile, the Overlay, the first plan of my scene, doesn't want to render the stroke. I tried to change things with the depth of field, nothing works... Do you have any ideas how can I resolve this issue ?
Me making camera to view: Works perfectly fine
Is there any way to draw only outline edges, without any inner edges? I clicked all checkboxes none worked
Does this work for game assets? Like does baking the line art keep it on export?
I haven't messed about with it but I would wager on no, I think most game engines prefer simple inverse hull outlines
Is there a way to bake the lineart to the specific keyframes of a models animation instead of creating a bunch of needless frames?
Does anyone know how to change blenders default reflection image? You know the one of all the trees. Like you set a material all the way over to non metal, and you get that image as a reflection. Theres gotta be a way to change that. I dont want my objects reflecting trees when it inside. Im newb to this channel and new to blender. Thought Id ask while it just popped into my head watching this video.
Thanks, enjoying the channel.
Set your own scene lighting or hdri image
Are you sure you're in rendered mode (the rightmost ball in the top right) and not in material preview? As far as I know blender doesn't come prepacked with any HDRI other than material preview
Either way you can change the reflections with an HDRI in the world material settings
If you don't know what any of than means I suggest you check up on some beginner lighting tutorials
I do wish there was a way to provide a slight offset to the edge or something, the "In Front" method is a bit hit and miss with multiple items in the scene
Thanks! But i have problem when finaly render result. In viewport have nice lines but in render it ragged. How it fix?
It seems to have trouble with 45 degree angles, despite the angle limiter being above that. Is there a workaround for this?
So I’m trying this on a character and it’s in places i don’t want like the face and hands… how would I get rid of those?
why does the texture disappear after baking it?
Is there a way to change the brush type that it generates?
What happens if you have multiple cameras in the scene that you want to switch between. Can you still bake it on a purcamera basis? or do you have to Leave it to ren at time of render?
since you are outlining with grease pencil, can you modify the brush?
why are their white lines in the middle of my strokes on the obj? I cant figure out how tor emove them. My stoke color is set to black but there are thin whte lines on every edge also.
gold
Is there way to have Bloom being in front of grease strokes?
2.93 is out?
What is your intro song?