You can take the color from the underlying textured mesh by plugging an Attribute node's Vector output set to Instancer, using the UVMap attribute plugged into the vector of an image texture.
AMAZING tutorial!!!!! Best one out there!! Thank you SO MUCH for helping others explore these type of shaders, I’d never figure it out myself but I always wanted to try this !!! thank you thank you thank you
I did not know I needed to know this. You are insanely good at explaining things clearly and entertaining enough for this to be really enjoyable even without the educational factor ♥
in the geometry i wrote "nromal" and in shader "normal" then i spent hours to find out what the heck went wrong!! zzzz. any way love the video my man!!!
Amazing tutorial! And the videos are not long at all! I'd love to know more in depth about some of the nodes that are used but I understand it's not the topic of this video, nonetheless it was really interesting seeing the whole process
Love the tutorial! I have a tough time wrapping my mind around more than the most basic node setups- I don't think I would have ever figured this out on my own. I do have a question though! I made my brush texture more of a round shape, but I found that the transparent parts of the texture weren't completely transparent on the grid, making it look square anyway. I found that I could change that by lowering the first value of the mix node from 5:20 down to 0, but that also makes the base cube transparent as well. Do you know if it's possible to control them separately?
i'm not super passionate about 3d modeling, to be honest. I find more interest in stuff closer to the end of the pipeline like animating fight scenes and telling stories but i also understand that beautiful settings are one part of telling a compelling narrative or immersing one into an action-packed fight. you make it both easy to understand and educate interestingly. keep it up, man! I love learning your workflow. I think it's going to make really cool things down the line! definitely going to become a patron when i get to a point of using your tutorials more and more!
Very nice tutorial!! Btw i wanted to do some texture paintings to objects that uses the painterly brush, but it affects the "brush" material as well. Do you know how to properly do it? :(
can someone help me? I have the brush texture in png but when I put in the imagen texture it doesn´t go well. It´s like the brush texture doesn´t "render" in every "little squares". The result are just plane squares with no texture. I don´t know how to explain it :(
Great Toturial but I was lost after 05:20. When I add a new brush material, the outcome was totally black. Also, there is no UVMap output within the gird node. How could I manually set up the UV map for the grid instance? Need further assistance please 😢
@@TheDaggerPort From Geometry Nodes, make sure the name in the "Store Named Attributes" node EXACTLY matches the name in the Shader editor's Attribute node. If you have "UVMap" with no spaces and UVM capitalized, it needs to be the same on both. Otherwise, you will get this error.
This looks so amazing!! Ive been looking for something just like this for so long. Would it be possible to use this in Cycles? Thank you for the video!
i really love it and i try to remake it, but i have a problem, for the "grid" in geometry i have no "uv map" ( 3:26 ) i tutch nothing and try everything and idk why i don't have it, so whene i put my brush texture nothing hapen, i follow everything (delet the cube and ad a new one), pls help TWT
Can you show how you got the shader working for the brick wall at the end? I'm trying to make this work for a fish with painted on designs and scales, but I haven't been able to figure how how to do that
Hello ! 5:18 when I set the shader editor, the brush we created doesn't appear into the squares. Also the blending options are not here when I go into the material properties (Blender 4.2.1), thanks for the help !
Neat! Ive been looking for something just like this so, thanks! What if one wanted to add some kind of surface/edge flow for the brush strokes to get away from the pure randomness? Any idea how that could be done? As i was typing this comment, it occurred to me, you could probably use one of those geonode-based line art setups to orient the stroke planes?
наверное поздно задавать вопросы,но я все же спрошу. на этапе проявления текстуры на пластинах у меня она не появилась,хотя я все делала по уроку. может кто-то ответить,в чем ошибка?
can somebody please explain me what is the purpose of Posiotion Node in 2:31? It looks almost the same without it .. Trying to understand the logic behind Actually a separate tutorial explaining more about what exactly a certain node does in this scenario would be soo useful
The position node gives the offset position between elements (like instances) and the origin of the object. 👍 So in this case, it's used to find the vector that each elemnt has to align to to face the camera.
Tgere should be one in the Do It with Me file. If not you can download it again and append the Toon Shader from the file to the peoject you are workig on 👍
I tried using it and my render looks like shit 😭how do you use it so well and how even did you manage those bricks and the whole thing actually I was not able to recreate it at all
Ahh I'm sorry to hear that. You can download the Tutorial file on my gumroad for free 👍 You can always use it in any scene and create better ones than mine. Regarding the bricks texture it's a little complicated. I may make a part 2 about that. You can use the camera coordinate of the Texture coordinate node to drive your brick texture for now (but the texture only faces the camera)
@@tawansunflower Thank you very much for your tutorial and this explanation! I encountered an issue while applying this effect where complex textures couldn't represent the brush effect well. Moreover, if I unwrap the UVs of the object and create textures using traditional methods, this stylized brush will not accurately depict the effect. While projecting the texture from the camera's perspective seems to display correctly, errors occur in perspective when rotating the view. Looking forward to your new effect tutorial to address this issue!
Don't get me wrong, this is a very good tutorial, but sometimes I wish that these videos actually explained WHY you're doing what you're doing. Such as the Geometry Nodes and the Shader parts. It'd be good to understand why you're specifically connecting those nodes together, so we actually learn how to play with the nodes and not just how to mimic a video.
Yeah! I love that method too! Though personally I use this method because I don't have to paint the normals for every objects I add, and really it's a preference thing at the end XD
i dont understand how people like you figured out these stuffs. Genius !
I don't think you'll ever realize how life saving your video is. Thank you so much 😭
You are so welcome!😊❤️
Love this. A tiny bit of random rotation on the brush strokes might send it over the top.
Ouuu yeah!! ❤️
this + the kuwahara node , specifically in the viewport compositor will work like a charm
You can take the color from the underlying textured mesh by plugging an Attribute node's Vector output set to Instancer, using the UVMap attribute plugged into the vector of an image texture.
Nice tutorial! The pace and edits make it even better. Looking forward to more contents.
AMAZING tutorial!!!!! Best one out there!! Thank you SO MUCH for helping others explore these type of shaders, I’d never figure it out myself but I always wanted to try this !!! thank you thank you thank you
Just stumbled across this video and it was just absolutly insane. Subscribing!
This is so cool, great job!
I did not know I needed to know this. You are insanely good at explaining things clearly and entertaining enough for this to be really enjoyable even without the educational factor ♥
Glad it was helpful! 😊❤️ Thank you!
Awesome Tutorial< Thank You So Much
This is a great effect. It might be useful for a more stylized fur or fuzz.
Very interesting approach, thank you
in the geometry i wrote "nromal" and in shader "normal" then i spent hours to find out what the heck went wrong!! zzzz. any way love the video my man!!!
thank you so much brother. you are awesome work. your video is 100% help full
Superb extraordinary mind-blowing fantastic
Thx mate! through I am not internalize all this nodes in my brain, but It's a wonderfull tutorial, you are a genius Tawan Sunflower! 🎆🎆🎆
Very creative way to deal with this. Great job!!
Wow.. your scene looks cool..
love you i'm waited too long for this single tutorial video!!!!!!!!!!!!
You're a blessing my friend.
I'm jealous of how good you are
Amazing tutorial! And the videos are not long at all! I'd love to know more in depth about some of the nodes that are used but I understand it's not the topic of this video, nonetheless it was really interesting seeing the whole process
really beatiful friend thanks for this
Love the tutorial! I have a tough time wrapping my mind around more than the most basic node setups- I don't think I would have ever figured this out on my own. I do have a question though!
I made my brush texture more of a round shape, but I found that the transparent parts of the texture weren't completely transparent on the grid, making it look square anyway. I found that I could change that by lowering the first value of the mix node from 5:20 down to 0, but that also makes the base cube transparent as well. Do you know if it's possible to control them separately?
Amazing video ! what if i want to use an image texture as a base color for my model ?
Really nice video!
Crazy sir tawan 😮
Thank you
very creative!
Were all gonna make it 😤
amazing!
You should credit Lee Griggs for his Arnold Maya technique
that's how you made the first video/render of your channel? it looks very similar.
Great video! thanks for sharing your knowledge
amazing
Arigato Sensei !!
People who know how to use geometry nodes effectively are wizards
i'm not super passionate about 3d modeling, to be honest. I find more interest in stuff closer to the end of the pipeline like animating fight scenes and telling stories but i also understand that beautiful settings are one part of telling a compelling narrative or immersing one into an action-packed fight.
you make it both easy to understand and educate interestingly. keep it up, man! I love learning your workflow. I think it's going to make really cool things down the line! definitely going to become a patron when i get to a point of using your tutorials more and more!
Very nice tutorial!! Btw i wanted to do some texture paintings to objects that uses the painterly brush, but it affects the "brush" material as well. Do you know how to properly do it? :(
can someone help me? I have the brush texture in png but when I put in the imagen texture it doesn´t go well. It´s like the brush texture doesn´t "render" in every "little squares". The result are just plane squares with no texture. I don´t know how to explain it :(
man i love your tutorial but can you explain me how you apply that painterly shader in your wall texture
Great Toturial but I was lost after 05:20. When I add a new brush material, the outcome was totally black. Also, there is no UVMap output within the gird node. How could I manually set up the UV map for the grid instance? Need further assistance please 😢
upgrading to Blender 4.0+ fixes this!
I have the same everything going black issue at 5:20😔in Blender 4.1.1
@@TheDaggerPort From Geometry Nodes, make sure the name in the "Store Named Attributes" node EXACTLY matches the name in the Shader editor's Attribute node. If you have "UVMap" with no spaces and UVM capitalized, it needs to be the same on both. Otherwise, you will get this error.
@@sunayama4650 Thanks a bunch for the info, I'll see if that fixes it!
Did U use same process for the walls too
This looks so amazing!! Ive been looking for something just like this for so long. Would it be possible to use this in Cycles?
Thank you for the video!
i really love it and i try to remake it, but i have a problem, for the "grid" in geometry i have no "uv map" ( 3:26 ) i tutch nothing and try everything and idk why i don't have it, so whene i put my brush texture nothing hapen, i follow everything (delet the cube and ad a new one), pls help TWT
Can you show how you got the shader working for the brick wall at the end? I'm trying to make this work for a fish with painted on designs and scales, but I haven't been able to figure how how to do that
Hello ! 5:18 when I set the shader editor, the brush we created doesn't appear into the squares. Also the blending options are not here when I go into the material properties (Blender 4.2.1), thanks for the help !
Goof job Sensei!!!!
Neat! Ive been looking for something just like this so, thanks! What if one wanted to add some kind of surface/edge flow for the brush strokes to get away from the pure randomness? Any idea how that could be done?
As i was typing this comment, it occurred to me, you could probably use one of those geonode-based line art setups to orient the stroke planes?
WTH why i haven’t watched this earlier
Very interesting technique., Bravo. Will we get tree tutorial?
Yes! It's the next video :D
based
is there a way for the color of the brush stroke to change based on the mesh its covering?
наверное поздно задавать вопросы,но я все же спрошу. на этапе проявления текстуры на пластинах у меня она не появилась,хотя я все делала по уроку. может кто-то ответить,в чем ошибка?
quite entertaining. Sadly my ADHD has to play this at 1.5 and 1.7 speed.
can somebody please explain me what is the purpose of Posiotion Node in 2:31?
It looks almost the same without it .. Trying to understand the logic behind
Actually a separate tutorial explaining more about what exactly a certain node does in this scenario would be soo useful
The position node gives the offset position between elements (like instances) and the origin of the object. 👍 So in this case, it's used to find the vector that each elemnt has to align to to face the camera.
Delete the cube and replac a new cube 💀
It’s a sacrifice.
it's a matter of principle
can you make anime style scenery tutorial ?
Can I export this to Unity or Unreal Engine?
i dont have toon shader in my blender where can i get?
Help Please
Tgere should be one in the Do It with Me file. If not you can download it again and append the Toon Shader from the file to the peoject you are workig on 👍
YEAH! XD
Very informative. Thank you.. But a bit to fast.
i see your ghibli style tweet on twitter there you use the same painterly shader?
I don't think that is mine XD But I think they use some kind of Toon shader similar to mine 👍
Hello, excuse me, my grid node doesn't have uvmap, only the mesh point. :C please help! and tanks
Hmm. I'm not sure about that. You can send me your setups via twitter or you can try downloading the finished project file 👍 It's free
5:17 bro why is my shading rendering all black? the cube has colors but the planes are not. Please help
Solved. You actually need to name the attribute node the same with the name you inputted in the geometry node
how to render like yours?
I have a problem, when downloading the file and open it, the materials work but the brush planes doesn't appear? any clues why's that?
Did you download the painterly brushes V2? I think it only works in Blender 4.1+ 👍
@@tawansunflower Yeah I have v02 and I have Blender 4.0 you think maybe thats the problem?
Update: yes the 4.1 was the problem, thanks!
I tried using it and my render looks like shit 😭how do you use it so well and how even did you manage those bricks and the whole thing actually I was not able to recreate it at all
Ahh I'm sorry to hear that. You can download the Tutorial file on my gumroad for free 👍 You can always use it in any scene and create better ones than mine.
Regarding the bricks texture it's a little complicated. I may make a part 2 about that. You can use the camera coordinate of the Texture coordinate node to drive your brick texture for now (but the texture only faces the camera)
@@tawansunflower
Thank you very much for your tutorial and this explanation! I encountered an issue while applying this effect where complex textures couldn't represent the brush effect well. Moreover, if I unwrap the UVs of the object and create textures using traditional methods, this stylized brush will not accurately depict the effect. While projecting the texture from the camera's perspective seems to display correctly, errors occur in perspective when rotating the view. Looking forward to your new effect tutorial to address this issue!
The result looks pretty amazing but it also feels insanely overengineered 😂
Yea I think so too XD Blender is not built to do much npr things in the first place, so here I am XD
Don't get me wrong, this is a very good tutorial, but sometimes I wish that these videos actually explained WHY you're doing what you're doing. Such as the Geometry Nodes and the Shader parts.
It'd be good to understand why you're specifically connecting those nodes together, so we actually learn how to play with the nodes and not just how to mimic a video.
@1:12 never gets old
I think this broke in 4.2 :(
There is too much I want to do.
Aside from the edge details I think a hand painted/smudged normal map would be easier/faster and possibly better
Yeah! I love that method too! Though personally I use this method because I don't have to paint the normals for every objects I add, and really it's a preference thing at the end XD
ruclips.net/video/KKXPu4lIlzk/видео.html