Awesome YT user Barddbarian has a nice video explaining how to add drivers to the screentone shader to rescale the screentone based on the resolution of your camera, if you want to learn more please go have a look: ruclips.net/video/L65VBlJPHv0/видео.html Big thanks to Bardbarian for sharing this solution! I've also included it in the downloads as an alternative shader called autoscaled screentone
Very grest content on your channel. A silly question how you take descissions while creating shadders stuff. What is going on inside your imagination during this process. I am very eager to learn this properly like what the real deal is b3d shading specially anim style like you do. Will be greatful if you can guide. Thanks once again.
You prolly dont care at all but does someone know a tool to get back into an instagram account?? I stupidly forgot my password. I love any tips you can give me!
@Darius Damian thanks for your reply. I got to the site thru google and I'm waiting for the hacking stuff now. Seems to take quite some time so I will get back to you later when my account password hopefully is recovered.
Why has your channel not already blown up? It should have atleast a million subscribers! I will make sure to recommend your tutorials to whoever is interested in anime/cartoon graphics.
Wow thank you so much for the shoutout Kristof. That is so funny, a year later I click on this video because I think it looks like a cool thing to learn about and I see myself mentioned. Love what you've done with these patterns, great stuff!
A workaround for the diamond hatching rescale for different camera aspect ratios: grab the camera object data and pass the aspect ratio values into the scale of the hatching node.
This is SO interesting! Thank you so much for sharing those fascinating Ink Shading techniques in Blender! For me, in the beginning, it was a bit difficult to understand the big picture, but by repetition and testing out, and after completing the _Dotted line shader_ example which starts at 20:09, I eventually got familiar with the method. A very distinctive Shading content; congrats for the research!
Excellent job creating those procedural materials and making the tutorial so interesting. The best channel for those who want to make digital art in comic / manga style
@@andreheynes4646 hehe, I think we got both inspired by the same sam bowman tutorial, as we both posted it around the same time on twitter. Yesterday I learned trough the bnpr show that somebody else has also made a tutorial with some different takes on that same tutorial with interseting vector rotation: ruclips.net/video/508pwYME-w4/видео.html Also definetly worth the watch!
I discovered that manga materials could be made with Blender when I came across a tutorial about toon shading from Kristof a time ago (if one thing was possible the other was also possible), for me it is an honor that some liked that test version I did about hatching. In fact, Kristof had mentioned earlier in a post that he was working on doing that kind of inking effect, and that inspired me to try it my own way putting together things that I learned separately from other tutorials. The coranavirus brought many problems but let's look at the positive side, it has allowed us more time to learn Blender and use it for what we are passionate about: art. This year the NPR style exploded in Blender and hopefully progress on this continues to grow.
Awesome work! Thanks for not putting BG music, so I can blast my favorite tunes as I follow along at x2 speed. Really love when the creator does it that way.
Every video that you upload is so inspiring to do. It's amazing to make modeling and animation at blender and believe that nothing can impress you anymore, but here I am, learning something amazing again!
Another method for tracking the diamond pattern aspect ration to the camera res: right-click and create a driver for the camera x-resolution, then create a value node in the shader editor and paste that driver into the value. Do the same for the camera y-resolution. Now you have two value nodes bound to the camera's x and y. Do with them what you must.
This tutorial is just AMAZING. The only thing I would have loved to see is how to combine these nodes into a node group that you could easily manipulate for different effect.
Thank you so much for the tutorial. Followed along and it was super easy to make my own edits as I understood how things were interacting with each other!
Even though I understand the logic behind it, I was sitting in awe about the incredible possibilities you have with somewhat simple setups for such shaders. Absolutely gorgeous and lifts anybody's stylized content up by at least 500% compared to boring shaders. One of the best advanced tutorials I ever saw. Big resepct.
Cool! Thanks for the tutorial! Btw instead of a color ramp to convert to BW you can simply use vector math "scale" as it multiplies a vector with a value 6:46
Thx Toni, I love the work you've done on ink and pencil shaders too. Glad you think I can contribute to the subject matter! Its a style that I really love exploring.
My god this is better than I expected! I've been waiting to see this from the Twitter previews. I can see this becoming a series, Manga/Comic effects to 3D. Would love to see general manga effects and spiderverse effects! Thank you so much for sharing! Also wanna see RukiKuri collabs 👀
Thanks, I would love to do more on ink. I already have some ideas for procedural manga backgrounds too. Also American inked work like Frank Frazetta's art or D&D artwork is pretty awesome. I haven't analysed spiderverse much, but should be aweomse to check out too. A lot more ground to cover! A colab would be wicked, who knows.
Amazing work as always. What I suggest is adding a few nodes to clamp really dark and light areas because especially on your third shader, when you add the reaction to the lighting, in the dark areas there are a lot of little white dots. I personally like to have that area completely black
Agreed, could be as easy as adjusting the color ramp in the shader. I actualy like some hatching in the shadows sometimes but of course more controlled. Not random dots. Here is a good example with white hatching in the dark areas. pin.it/48W0HuL Its something I want to add in the future
I am still at work and I can't wait to try this out at home! this looks so good! I guess the real question is: How on earth did you come up with this gem? :D (instant like & subscribe)
If you use a 'Math - Minimum' node instead of a mix multiply node when connecting different angled hatches, you don't get that sort of curved part where they intersect
Hey mate! I was following your tutorial, and unfortunately blender crashed in the middle of it, I lost everything. So I appreciate you offering the gumroad link! Thanks a bundle!
this tutorial has been very helpful!! thank you so much! i wanted to buy the shader pack in gumroad but for some reason the paypal option is gone. do you have a ko-fi or paypal link that i can send money to?
I haven’t checked in blender, but would it be possible to use the resolution as a driver plugged into a value node, Then use some math nodes to give you the right ratio?
Yes, you can use resolution as a driver. Just right-click the resolution field in your scene properties, copy as new driver, then right-click a field wherever you need it and paste driver.
@@zigfaust nah, I call it stupid bc my mind decided that apparently modeling and rigging a buch of characters and then figuring some crazy shaders would be much easier that drawing the whole comicbook... and I apparently have a diploma in illustration and probably could do that... just to lazy to draw the same thing over and over again X"D
@@HybrydaArt I mean, I also have an art degree based in 2D and after learning 3D software this year, it is 100% easier to model and rig compared to panel by panel. Takes me around 4-8 hours to make a char from scratch, same for rooms/scenes, and then I get to reuse them as many times as I want at all angles and lighting. Compared to taking just 8 hours to do a single page. Illustration is amazing for gag or 4 panel comics though, so I still draw a ton. But to each their own mate.
I have a question... Why is there no color? I find 0 reference for colored 3d Models with halftone shaders... Is there a reason why? Does it not work? I am so confused.
This is incredibly informative and I'm having a great time messing around with these individually, but I can't for the life of me figure out HOW to add that grey shader to the textured shaders that you say combine together so well. I keep googling it and all I can ever find is how to assign materials to specific polygons. If I give the object both materials it just shows whichever one is on top in the Material tab, but not both at once. I know it's an older video, but any help would be greatly appreciated!
I know it has been 2 months since you asked, so I'm sure you have figured this out by now or no longer care, but for the sake of those that are still discovering this such as myself, I figured it’d be best if your question is answered. We must share the knowledge. He shows the mixed shaders on Link at the beginning, and with a bit of know-how, we can derive what he did from that. - First, decide on all the shaders you want to combine. In your (and his) case, that would have been the Gray Underpass, Patch Hatching, and Little Hatches. - In each of those, select everything except for the ‘Emission’ and ‘Material Output’ nodes. Then press CTRL + G to make them into a node group. Now hit TAB once to quit the group contents. You should be left with a single green ‘node’ with a color output, similar to what he had when showing Link, but without all the values in it (these can be added later by preference). - On that ‘green node’ is a dark gray box saying “NodeGroup- something”. Rename that to match the name of the shader you are editing. The name does not have to be the same, just something clear that tells you what it is. - You need to have repeated this process for every shader you want to mix. - Now find or make your target object and create a new material. Call it something you can understand, like “Mixed P.L.G Shader” (Patch - Little - Gray) or what have you. - Delete the Principled BSDF. - Add an Emission Node and connect it to the surface of the Material Output. - Add two MixRGB nodes (Or for Blender 3.+ users: Add> Color > Mix Color.) and set both to Multiply with a factor of 1. - Plug one of the Multiply nodes into the top input of the other. Plug the other one into the Emission Node’s Color. - In your toolbar, go to ‘Add > Group’. You will see the names of those ‘green nodes’ you made before. Add each of them to the shader. - Plug the color output of each group into one of the open slots on the Multiply nodes, it does not matter which ones, because our Factor is 1, and when multiplying, all actors can be wherever and still yield the same result. If you want one of the shaders to be a little faded/transparent, the one to be faded needs the bottom input. Then the fade strength can be controlled by lowering the factor of that Multiply node. - If you want to combine more than three, add another multiply node behind the last, in front of the Emission node, and connect the additional group to the vacant input. - Done. As for the ‘assigning materials’ thing, I’m sure you have figured this out by now, but Blender does not allow more than 1 material per face. You can have more than one material slot on an object, and can assign where they need to be by selecting the faces you want to change the material of in Edit Mode, selecting the material you want them to be in the list on the Materials tab, and clicking ‘assign’ below said list. The 'assign' button only shows up in Edit Mode. This however will leave sharp material borders between the faces with different ones and is therefore not a solution for mixing shaders or materials.
@@UnsavedChanges i absolutely still care and have been waiting for this!! Thank you. In the interim I've just been making due with single shaders at a time and occasional part separation to get combos, but this is exactly what I needed to stop making that janky change
@@stevemont7022 Glad I could be of help to you. I’ve run away with this shader by now after giving it color/texture support and mixing other material shaders with these ones, using the black-and-white value of its result as a factor. So now I can have whatever material/shader I want use the drawn shadows, yet be undisturbed in the lit places. With it, I’ve created a pretty interesting style where you still have things like reflections and sun-based bloom together with these drawn shadows, something an emission shader these setups are presented through does not allow. Now I’m hitting this middle ground between cartoon and realism that doesn’t walk the line of uncanny for once. I hope to catch the 'epic lighting' of realism and charm of 'cartoon' in my final result and this is a much bigger leap for the overall feel than I thought it would be. I did have to make them fade out at their very ends to make the steps between darkness-tiers a little less harsh though. But that fade is just another useful tool to make things pop without them getting distracting. Here’s hoping this shader proves to be as much of a valuable asset to you as it is to me.
Amazing work! Question, how do you go about using the outline shaders? I see them in the downloaded files, but I'm not sure how to go about using in. Thanks for the great video!
The sample files contain a few objects with outlines, they are made using a solidify modifier a vertex group containing what you want outlined and adding an outlining material to a slot on the object (but no faces)
can i get this shadow effect and still pair it with a custom textured prop/character? I like the shadow details but i still want to be able to use a separate file for colors/textures
Awesome YT user
Barddbarian has a nice video explaining how to add drivers to the screentone shader to rescale the screentone based on the resolution of your camera, if you want to learn more please go have a look:
ruclips.net/video/L65VBlJPHv0/видео.html
Big thanks to Bardbarian for sharing this solution!
I've also included it in the downloads as an alternative shader called autoscaled screentone
Very grest content on your channel.
A silly question how you take descissions while creating shadders stuff. What is going on inside your imagination during this process. I am very eager to learn this properly like what the real deal is b3d shading specially anim style like you do. Will be greatful if you can guide. Thanks once again.
Is it possible to import these functions into a game engine? I'd love to know if such thing is achievable, for example, UE4
You prolly dont care at all but does someone know a tool to get back into an instagram account??
I stupidly forgot my password. I love any tips you can give me!
@Warren Logan instablaster :)
@Darius Damian thanks for your reply. I got to the site thru google and I'm waiting for the hacking stuff now.
Seems to take quite some time so I will get back to you later when my account password hopefully is recovered.
Why has your channel not already blown up? It should have atleast a million subscribers! I will make sure to recommend your tutorials to whoever is interested in anime/cartoon graphics.
I told this before he will make anime but now as q man of culture he's making MANGA
RIGHT! He's gonna be a real chad and make a manga than an anime. BLESSED 10/10
THE SHADER IS SOO COOL OMG
Wow thank you so much for the shoutout Kristof. That is so funny, a year later I click on this video because I think it looks like a cool thing to learn about and I see myself mentioned.
Love what you've done with these patterns, great stuff!
hey Sam! Glad you like the video. Your channel helped me a lot with understanding whats possible with nodes so thank you!
@@KristofDedene That's so cool man, I've seen your stuff over the last year and always thought it looked great. Honored to hear that I inspired you
You are AnimeShaderMan now. You're my blender dad
damn youtube is finally recommending good videos even from smaller creators now :)
yo! saw your channel. I wanna say u r doing good, keep it up.
thanks a ton for teaching this to us man, cant express it enough with words. People like you make blender so much more fun for everyone. Thanks again!
Thank you so much for the video!
That's an awesome shader and it's incredibly generous of you to share it with the community!
A workaround for the diamond hatching rescale for different camera aspect ratios: grab the camera object data and pass the aspect ratio values into the scale of the hatching node.
This is SO interesting! Thank you so much for sharing those fascinating Ink Shading techniques in Blender! For me, in the beginning, it was a bit difficult to understand the big picture, but by repetition and testing out, and after completing the _Dotted line shader_ example which starts at 20:09, I eventually got familiar with the method. A very distinctive Shading content; congrats for the research!
Can't wait blender to be used in the manga industry...
im gonna be using it for the manga im creating for my art project!!
The ellipses at the end of your statement implies that it’s sarcastic/dreadful. Just fyi in case it was meant to be a positive statement
It was already used in Gantz a bit
I come back to this video daily to meditate.
This video is next level!
Excellent job creating those procedural materials and making the tutorial so interesting. The best channel for those who want to make digital art in comic / manga style
Thx! I recently saw your environment with a similar shader you made on twitter, that looked awesome too with all that detail!
The moment I saw the thumbnail I assumed you were inspired by Gaonirico's Twitter post
@@andreheynes4646 hehe, I think we got both inspired by the same sam bowman tutorial, as we both posted it around the same time on twitter. Yesterday I learned trough the bnpr show that somebody else has also made a tutorial with some different takes on that same tutorial with interseting vector rotation:
ruclips.net/video/508pwYME-w4/видео.html
Also definetly worth the watch!
I discovered that manga materials could be made with Blender when I came across a tutorial about toon shading from Kristof a time ago (if one thing was possible the other was also possible), for me it is an honor that some liked that test version I did about hatching. In fact, Kristof had mentioned earlier in a post that he was working on doing that kind of inking effect, and that inspired me to try it my own way putting together things that I learned separately from other tutorials. The coranavirus brought many problems but let's look at the positive side, it has allowed us more time to learn Blender and use it for what we are passionate about: art. This year the NPR style exploded in Blender and hopefully progress on this continues to grow.
Well I just want to thank the two of you you @Gaonirico and @Kristof Dedene you guys inspire me to get better at blender
I can see this one will gain a huge amount of views and thumb-ups!! I've added it to my future project list! Grateful for this tut!
Awesome work! Thanks for not putting BG music, so I can blast my favorite tunes as I follow along at x2 speed. Really love when the creator does it that way.
Every video that you upload is so inspiring to do. It's amazing to make modeling and animation at blender and believe that nothing can impress you anymore, but here I am, learning something amazing again!
Thank you for making such great stuff. Always be blessed with good health and fortune.
On one hand, always sad to see people not use their own models for a tutorial.
On the other hand: OMFG THANK YOU THIS IS EXACTLY WHAT I NEEDED.
Why are you always sad to see people not use their own models for a tutorial?
Thank you Kristof-sensei, greetings from Ecuador. Gracias : D
Another method for tracking the diamond pattern aspect ration to the camera res: right-click and create a driver for the camera x-resolution, then create a value node in the shader editor and paste that driver into the value. Do the same for the camera y-resolution. Now you have two value nodes bound to the camera's x and y. Do with them what you must.
the second hatch shader is similar to hatching shader from tech demo of Borderlands 3 :) very cool!
yeh, mix it in with a classic colored cell shader and you can nail it!
You are a beast, love this tutorials dude
What an Amazing shaders!!
Excellent tutorial! One of the very best of its kind! Thanks a lot for offering it!
This tutorial is just AMAZING.
The only thing I would have loved to see is how to combine these nodes into a node group that you could easily manipulate for different effect.
Thank you so much for the tutorial. Followed along and it was super easy to make my own edits as I understood how things were interacting with each other!
Even though I understand the logic behind it, I was sitting in awe about the incredible possibilities you have with somewhat simple setups for such shaders. Absolutely gorgeous and lifts anybody's stylized content up by at least 500% compared to boring shaders. One of the best advanced tutorials I ever saw. Big resepct.
Cool! Thanks for the tutorial! Btw instead of a color ramp to convert to BW you can simply use vector math "scale" as it multiplies a vector with a value 6:46
thanks!! I was waiting for a week to watch this tut
Very interesting workflow on the procedural texture creation, nice tips! Very happy to learn more about this look :)
Thx Toni, I love the work you've done on ink and pencil shaders too. Glad you think I can contribute to the subject matter! Its a style that I really love exploring.
@@KristofDedene of course you can! you have a highly recomended channel. Please keep showing us your progress in this exciting adventure :P
Yooo this looks incredible!!
you are so talented! these are amazing
Awesome! 1000 thank you for this very documented video! well done
My god this is better than I expected! I've been waiting to see this from the Twitter previews. I can see this becoming a series, Manga/Comic effects to 3D. Would love to see general manga effects and spiderverse effects! Thank you so much for sharing! Also wanna see RukiKuri collabs 👀
Thanks, I would love to do more on ink. I already have some ideas for procedural manga backgrounds too. Also American inked work like Frank Frazetta's art or D&D artwork is pretty awesome. I haven't analysed spiderverse much, but should be aweomse to check out too. A lot more ground to cover! A colab would be wicked, who knows.
Thank you so much, this worked out perfectly for what I was looking for.
super work thanks!!
this was a thing in lightwave years ago - done well but it seems you can do it almost the same in blender as well!!
Amazing work as always. What I suggest is adding a few nodes to clamp really dark and light areas because especially on your third shader, when you add the reaction to the lighting, in the dark areas there are a lot of little white dots. I personally like to have that area completely black
Agreed, could be as easy as adjusting the color ramp in the shader. I actualy like some hatching in the shadows sometimes but of course more controlled. Not random dots. Here is a good example with white hatching in the dark areas. pin.it/48W0HuL
Its something I want to add in the future
Proud of your hard work sir!
THANK YOU Kristof
Excellent tutorial! Thank you so much!
Wow! Cool effect! Thank you!
Thank you for the useful shader!
Great shaders and tutorial ! Exactly what I was looking for, thanks.
You are an absolute legend, subbed
Awesome! Just what I was searching for! Thank you, good Sir!
Amazing stuff, dude, keep it up!🔥
Very cool! thanks for showing!
cool beans, chief, thx for teaching us
This is awesome!
Incredible! Thanks for sharing!
I'm here after the indication of Maciej Kuciara
Maciej gang
You're an amazing teacher.
4:43 1080x1920 is 9 : 16 aspect for those wondering why there is still very little stretching on the diamonds
yeh, I suck at math! XD
I am still at work and I can't wait to try this out at home!
this looks so good!
I guess the real question is:
How on earth did you come up with this gem? :D
(instant like & subscribe)
you are my hero. Thanks for advice.
You just keep impressing me
This is gold! Thank you.
This is incredible. I learned so much. Thank you!
I learned a lot from this one... thanks
If you use a 'Math - Minimum' node instead of a mix multiply node when connecting different angled hatches, you don't get that sort of curved part where they intersect
thx, exactly what I was looking for!
This is amazing. Thank you! Great work.
Awesome tutorial. Congrats!
Hey mate! I was following your tutorial, and unfortunately blender crashed in the middle of it, I lost everything. So I appreciate you offering the gumroad link! Thanks a bundle!
oml, amazing!! can you make a tutorial on anime/ghibli shaders for models in blender?
This is awesome! Thanks!
That's really good.
Hey man! You are so great!
Thank u so much, awesome tutorial!!!!
Thanks for this tutorial
Reminds me of the Slift Ummons Album cover; Love it!
Thanks!! Awesome tut and thanks for share!
AMAZING! THANK YOU SO MUCH :D
SO AMAZING
yo this is love
this tutorial has been very helpful!! thank you so much!
i wanted to buy the shader pack in gumroad but for some reason the paypal option is gone. do you have a ko-fi or paypal link that i can send money to?
Naisuuuu!
I haven’t checked in blender, but would it be possible to use the resolution as a driver plugged into a value node,
Then use some math nodes to give you the right ratio?
Yes, you can use resolution as a driver. Just right-click the resolution field in your scene properties, copy as new driver, then right-click a field wherever you need it and paste driver.
You're awesome dude
woooow, perfect
Please make a anime glass shader, thanks for making an amazing tutorial
thanks for sharing love it so much...
at 6:28 how do you pull up the mapping textures and the texture coordinate? he doesn´t say
google node wrangler, once you have that installed "crtl-T"
@@KristofDedene thank you!! also thank you very much for the guide, it helps a lot!
so my old idea of I will just model wvwrything and make comicbooks that way is not so stupid after all?
love it
Who said it was stupid?
I read a Spiderman comic decades ago that used nothing but 3D models and it got mad awards and got me into doing art.
@@zigfaust nah, I call it stupid bc my mind decided that apparently modeling and rigging a buch of characters and then figuring some crazy shaders would be much easier that drawing the whole comicbook... and I apparently have a diploma in illustration and probably could do that... just to lazy to draw the same thing over and over again X"D
@@HybrydaArt I mean, I also have an art degree based in 2D and after learning 3D software this year, it is 100% easier to model and rig compared to panel by panel.
Takes me around 4-8 hours to make a char from scratch, same for rooms/scenes, and then I get to reuse them as many times as I want at all angles and lighting. Compared to taking just 8 hours to do a single page.
Illustration is amazing for gag or 4 panel comics though, so I still draw a ton.
But to each their own mate.
When I made it to the Interlocking Cross Hatching Shader I realized I wrote the previous shader over my Base Hatching Shader. :D Yay.
I have a question... Why is there no color? I find 0 reference for colored 3d Models with halftone shaders... Is there a reason why? Does it not work? I am so confused.
Woohoo!
you really are a genious
This is incredibly informative and I'm having a great time messing around with these individually, but I can't for the life of me figure out HOW to add that grey shader to the textured shaders that you say combine together so well. I keep googling it and all I can ever find is how to assign materials to specific polygons.
If I give the object both materials it just shows whichever one is on top in the Material tab, but not both at once.
I know it's an older video, but any help would be greatly appreciated!
I know it has been 2 months since you asked, so I'm sure you have figured this out by now or no longer care, but for the sake of those that are still discovering this such as myself, I figured it’d be best if your question is answered. We must share the knowledge.
He shows the mixed shaders on Link at the beginning, and with a bit of know-how, we can derive what he did from that.
- First, decide on all the shaders you want to combine. In your (and his) case, that would have been the Gray Underpass, Patch Hatching, and Little Hatches.
- In each of those, select everything except for the ‘Emission’ and ‘Material Output’ nodes. Then press CTRL + G to make them into a node group. Now hit TAB once to quit the group contents. You should be left with a single green ‘node’ with a color output, similar to what he had when showing Link, but without all the values in it (these can be added later by preference).
- On that ‘green node’ is a dark gray box saying “NodeGroup- something”. Rename that to match the name of the shader you are editing. The name does not have to be the same, just something clear that tells you what it is.
- You need to have repeated this process for every shader you want to mix.
- Now find or make your target object and create a new material. Call it something you can understand, like “Mixed P.L.G Shader” (Patch - Little - Gray) or what have you.
- Delete the Principled BSDF.
- Add an Emission Node and connect it to the surface of the Material Output.
- Add two MixRGB nodes (Or for Blender 3.+ users: Add> Color > Mix Color.) and set both to Multiply with a factor of 1.
- Plug one of the Multiply nodes into the top input of the other. Plug the other one into the Emission Node’s Color.
- In your toolbar, go to ‘Add > Group’. You will see the names of those ‘green nodes’ you made before. Add each of them to the shader.
- Plug the color output of each group into one of the open slots on the Multiply nodes, it does not matter which ones, because our Factor is 1, and when multiplying, all actors can be wherever and still yield the same result. If you want one of the shaders to be a little faded/transparent, the one to be faded needs the bottom input. Then the fade strength can be controlled by lowering the factor of that Multiply node.
- If you want to combine more than three, add another multiply node behind the last, in front of the Emission node, and connect the additional group to the vacant input.
- Done.
As for the ‘assigning materials’ thing, I’m sure you have figured this out by now, but Blender does not allow more than 1 material per face. You can have more than one material slot on an object, and can assign where they need to be by selecting the faces you want to change the material of in Edit Mode, selecting the material you want them to be in the list on the Materials tab, and clicking ‘assign’ below said list. The 'assign' button only shows up in Edit Mode.
This however will leave sharp material borders between the faces with different ones and is therefore not a solution for mixing shaders or materials.
@@UnsavedChanges i absolutely still care and have been waiting for this!! Thank you.
In the interim I've just been making due with single shaders at a time and occasional part separation to get combos, but this is exactly what I needed to stop making that janky change
@@stevemont7022 Glad I could be of help to you. I’ve run away with this shader by now after giving it color/texture support and mixing other material shaders with these ones, using the black-and-white value of its result as a factor. So now I can have whatever material/shader I want use the drawn shadows, yet be undisturbed in the lit places. With it, I’ve created a pretty interesting style where you still have things like reflections and sun-based bloom together with these drawn shadows, something an emission shader these setups are presented through does not allow. Now I’m hitting this middle ground between cartoon and realism that doesn’t walk the line of uncanny for once. I hope to catch the 'epic lighting' of realism and charm of 'cartoon' in my final result and this is a much bigger leap for the overall feel than I thought it would be.
I did have to make them fade out at their very ends to make the steps between darkness-tiers a little less harsh though. But that fade is just another useful tool to make things pop without them getting distracting.
Here’s hoping this shader proves to be as much of a valuable asset to you as it is to me.
Amazing work!
Question, how do you go about using the outline shaders? I see them in the downloaded files, but I'm not sure how to go about using in.
Thanks for the great video!
The sample files contain a few objects with outlines, they are made using a solidify modifier a vertex group containing what you want outlined and adding an outlining material to a slot on the object (but no faces)
So sick
fucking awesome man. Kudos!
You are the man
hey kristof, super informative! how do you stack these shaders with textures? for example, have cross hatching on top of a fully textured model.
you can just mixrgb them with other shaders, just set the mixrgb to mulitply and plug the hatching in the lower part!
@@KristofDedene got it! big love man! (thanks for the lightning fast reply too)
I can't find the Sphere model in the links you have in the description. I need to learn to model one on my own :(
This is great. Thank you for this. How I add a texture to show in the white areas?
THANK YOU
hi i have a question how can i make the floor texture of the game content warning in blender myself i can't find anything to install
thank you so much dude
can i get this shadow effect and still pair it with a custom textured prop/character? I like the shadow details but i still want to be able to use a separate file for colors/textures