How to make hatching shaders in Blender

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  • Опубликовано: 12 сен 2024
  • Tutorial showing how to make NPR hatching and engraving style shaders in Blender using Eevee. These are techniques for rendering 3D Models so that they look like they're hand drawn.
    Inspiration for the style comes from artists like Gustave Doré, who's illustrations for Dante's Inferno are amazing.
    The model used in the tutorial is Daniel Chester French's sculpture "Spirit of Life" scanned by Mesick Cohen Wilson Baker Architects, and can be downloaded from Sketchfab here:
    sketchfab.com/...
    Note at 21:00, when I add in the voronoi texture, I should have been using a Vector Math node, not a regular math node
    Blend file is here if you feel like playing with it:
    drive.google.c...

Комментарии • 116

  • @aiden_obj
    @aiden_obj 2 месяца назад +2

    3 years later and this is still one of the best blender sketch shader tutorials out there

  • @edwinter4816
    @edwinter4816 3 года назад +26

    It's so satisfying to see someone arranging the nodes properly and not making a spaghetti bowl of connections

    • @shirosame7
      @shirosame7 3 года назад +3

      For real, this is the very first time I didn't get lost searching for the nodes while following a tutorial

  • @BoydWaters
    @BoydWaters 5 месяцев назад +1

    Wonderful walkthrough. Many thanks! Astonishing that Doré was able to do all this this only a mechanical calculator!

    • @oceanquigley
      @oceanquigley  5 месяцев назад

      That made me actually laugh out loud!

  • @pauloschmidt8136
    @pauloschmidt8136 3 года назад +3

    Amazing work! One thing I've changed when implementing your version is use the Layer Weight Facing node instead of all that Normal math to make the texture curve around the object. Worked perfectly in my case.

    • @oceanquigley
      @oceanquigley  3 года назад

      Cool! Post a video, I'd love to see!

  • @dimitrilalushi4693
    @dimitrilalushi4693 3 года назад +12

    One of the very few so good tutorials, regarding the topic, on the whole Net. Thanks a lot for offering it!

  • @solisinvictus4238
    @solisinvictus4238 3 месяца назад

    Thank you! This is exactly what I was looking for other tutorials weren't quite hitting the spot this was exactly what I wanted once you mentioned Gustav Doré

  • @shingoeverard6744
    @shingoeverard6744 3 года назад +23

    This is amazing...I think you can also use a wave texture with distortion set to 0 to get the original lines, but that’s a tiny detail.
    This video made me curious to check out your blog, and I noticed your sketch and scribbly sketch shaders all the way back from August of 2015 (!) which are so incredibly life-like. Do you think you could do a tutorial on those, or maybe show us the node network? I’m curious about how you even begin to mimic pencil or litho textures with just math.

  • @3ddin416
    @3ddin416 Год назад

    i've been into npr since 2020. I started a Enki bilal project which was quite complex to set up giving how much different technic he uses. I tried gta promotional artwork style. all of these was painfully done in maya and nuke. This shows how much cleaner and smarter this software is when it comes to building npr, great job!

  • @pedroabreu005
    @pedroabreu005 Год назад

    This is amazing! This technique has a lot of potetntial for non realistic shaders in blender!! thank you

  • @nandocordeiro5853
    @nandocordeiro5853 6 месяцев назад +1

    I'm telling my kids this is how the U.S. Mint makes money. Amazing stuff.

  • @jabberdoggy4444
    @jabberdoggy4444 Год назад

    This is a really cool technique, and I feel like I learned a lot. Thank you for making the video avaiable!

  • @michaelpaysden4614
    @michaelpaysden4614 2 года назад +3

    Amazing and just what I was looking for! Thank you so much for sharing this incredibly clear and useful tutorial!!! :-)

  • @carlosmoralescreative
    @carlosmoralescreative 2 года назад +1

    Man this is amazing! I've been looking for something like this for a while. Great tutorial and great technique!

  • @woodenfigurines
    @woodenfigurines 3 года назад +1

    Hey. I hope you'll make more tutorials like this. It's very-very good. Easy to follow and great content. I'd love to see other kind of NPR shaders dissected by you.
    I just subscribed in the hope for them :)

  • @주홍여우
    @주홍여우 3 года назад +1

    This is just mindblowing 😄 What an elegant way to make hatches!

  • @gerdsfargen6687
    @gerdsfargen6687 Год назад +1

    So cool. Pretty.

  • @theintrnationlst
    @theintrnationlst 3 года назад +1

    Nicely done! Clear and easy to understand and the result is impressive.

  • @DemoSin
    @DemoSin 3 года назад

    You crazy bastard who makes beautiful magic in my screen!

  • @Nhillus47
    @Nhillus47 8 месяцев назад

    insane, no wonder some illustrations looks too perfect now i know

  • @stoyanrusev7931
    @stoyanrusev7931 3 года назад

    the best procedural ink shader so far .great work.

  • @publisher1066
    @publisher1066 2 года назад

    Okay, my mind has been blown. You rock!

  • @Thenocturne1
    @Thenocturne1 3 года назад +1

    this is so good - and please more of this ! thanks man !

  • @nirvedkamble2858
    @nirvedkamble2858 3 года назад

    Amazing tutorial man beautifully explained and thanks for providing with the actual file thats really nice

  • @4myle
    @4myle 3 года назад

    Really nice! Thanks for sharing the blend file too.

  • @Darkfredor
    @Darkfredor 3 года назад +1

    Superbe tutoriel,merci beaucoup,ce rendu est merveilleux .

  • @hugoantunesartwithblender
    @hugoantunesartwithblender 3 года назад

    Great!! Came here from the Blender demo files

  • @pixelstresd2971
    @pixelstresd2971 Год назад +1

    aMAZING!!

  • @filipemecenas
    @filipemecenas 2 года назад

    That looks awesome

  • @Within_Cells_Interlinked
    @Within_Cells_Interlinked 3 года назад

    Amazing video, and exactly what I was looking for! 😎

  • @seanmartvt09
    @seanmartvt09 Месяц назад

    amazing

  • @fergarcia5700
    @fergarcia5700 3 года назад

    Master! keep uploaling blender tutorials!

  • @JoeDanimation
    @JoeDanimation 3 года назад +3

    Very nice! How would you go about adjusting the tiling amount based on distance from camera? It would be nice to set the line thickness and have that stay constant as we zoom in and out.

    • @oceanquigley
      @oceanquigley  3 года назад +3

      It's easy, instead of wiring directly from the "camera" slot in the texture coordinate node, divide the camera output (using a vector math node) by the camera's Z component and use that instead. You'll need to retune tiling, etc. afterwards. I've put an screencapture on my blog: oceanquigley.blogspot.com/2020/11/blog-post.html

    • @JoeDanimation
      @JoeDanimation 3 года назад

      @@oceanquigley wonderful, thank you!

  • @tevtatdzeko2132
    @tevtatdzeko2132 2 года назад +1

    Image textures are used here. It's strange that no one asked where to get them.

  • @M4rt1nX
    @M4rt1nX 3 месяца назад

    Thank you!!!

  • @musicvisuals7954
    @musicvisuals7954 6 месяцев назад

    thanks man its super nice !

  • @trevorkuhl789
    @trevorkuhl789 2 года назад

    wow this was very interesting, thanks you!

  • @cleverpete1
    @cleverpete1 3 года назад

    😱 this is insanely good , i feel so dumb now 😂

  • @bmonkey71
    @bmonkey71 3 года назад +1

    Awsome!! keep going

  • @VMP666
    @VMP666 3 года назад +13

    Hey man, fantastic tutorial. Is there any chance of you making a "painterly" style shader, for more of a paint style shadows and highlights?

    • @bydreaminc
      @bydreaminc 3 года назад

      I completely second this

    • @razakhan651
      @razakhan651 3 года назад

      please

    • @GabrielsLogic
      @GabrielsLogic 3 года назад

      @@razakhan651 like a watercolor effect?

    • @razakhan651
      @razakhan651 3 года назад

      @@GabrielsLogic either watercolor or oil paint

    • @GabrielsLogic
      @GabrielsLogic 3 года назад

      @@razakhan651 hold on

  • @patriciogv22
    @patriciogv22 3 года назад

    Fantastic!!!! More please!

  • @dlswenson
    @dlswenson 3 года назад +1

    You did all this good work, and I only handed out candy... :-)

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Lol! We only had 3 trick-or-treaters!

  • @MrOrgeston
    @MrOrgeston 2 года назад

    Incredible.

  • @willywonka1962
    @willywonka1962 3 года назад

    It is better to use a noise texture heavily stretched on one axis for hatching than the wave texture, has a better feel and can be controlled better easily, the BNPR discord / show would probably have a thing or two about this

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Yeah, that works well too. Slightly different aesthetic. Worth experimenting with though!

  • @zeroglab
    @zeroglab Год назад

    Thank you for this great tutorial. I have a question: how did you generate the "SOL-Fixed_material_0.jpg"? I guess, if I want to apply this material to other meshes, I have to generate a texture file for that particular mesh. But how do you make them? Thank you.

  • @Nuttoz
    @Nuttoz Год назад

    Superb!!!!

  • @oyyosef
    @oyyosef 2 года назад

    please make more tutorials you legend!

  • @benallen4986
    @benallen4986 3 года назад +1

    following along with this and I've used a wave texture set to triangle instead of the image with the fades in it...is that alright? I been playing with blender over lockdown but still completely intimidated by the shader editor :P

  • @goldobracovisual8867
    @goldobracovisual8867 3 года назад

    This is amazing! wonder how to add color both lighten and shade on object

  • @JanKrummrey
    @JanKrummrey 3 года назад

    Awesome work! Have you tried working more with the curves that follow the shapes? The angles change, but the lines are still kinda straight.

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Yeah, it would be nice to smooth those transitions and make more curvy lines. Will think about it.

  • @ashishitD
    @ashishitD 3 года назад +1

    BIGG BRAIN STUFF U GOT HEREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

  • @CR-qc9sl
    @CR-qc9sl 3 года назад +1

    You have forgotten to show us, what does the second texture look like!

  • @gegenti
    @gegenti 2 года назад

    Muy buen trabajo!

  • @LewdicideMouse
    @LewdicideMouse Год назад

    WOW

  • @lightmanleaf3761
    @lightmanleaf3761 3 года назад +2

    Would you please also provide the gradient textures as as I don’t have photoshop and I cannot find it in internet. Thank you.

    • @oceanquigley
      @oceanquigley  3 года назад +2

      Sure thing, you can find it here: oceanquigley.blogspot.com/2020/11/blog-post.html

  • @scatterbrainart
    @scatterbrainart 3 месяца назад

    The problem with this is that each object has to have its own unique image texture (5:18) to make it work, so it's not really procedural is it?

  • @mrachiele
    @mrachiele 11 месяцев назад

    Amazing tutorial ! Thank You. I have a scene where I would like to transition to this effect... but I am currently using cycles for rendering... does this only work in EEVEE ?

    • @oceanquigley
      @oceanquigley  11 месяцев назад

      You need that shader to RGB node, and I think that's still Eevee only?

    • @mrachiele
      @mrachiele 11 месяцев назад

      OK thanks I will try that...@@oceanquigley

  • @michaell1473
    @michaell1473 3 года назад +2

    This is awesome! Too bad you can't capture edge flow to control the line direction..

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Thanks! Yeah, that would be next-level. Hmm

  • @tionanima
    @tionanima 3 года назад +1

    Muy bien

  • @nellofontani
    @nellofontani 2 года назад

    thanks

  • @yaroslavb.2589
    @yaroslavb.2589 Год назад

    5:18 I don't understand, but what kind of textures are they, are they arbitrary or are they specific?

  • @rbettsx
    @rbettsx 3 года назад +1

    Don't know if you're interested in this kind of approach, but I've been mussin' with the lib_igl graphics library to actually calculate the principal curvature directions of the gerometry, with a view to gravure hatching.. libigl.github.io/libigl-python-bindings/ Unfortunately, the Python bindings are not in the same version as Blender's own Python, so for a while, that's a hitch to fleshing it out to a full add-on.

  • @ueh7ewa-
    @ueh7ewa- 3 года назад +2

    Any chance you could share your .blend file my good sir? :)

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Sorry for the delay, here you go: drive.google.com/file/d/1S54II-mbT3MH88k49-HtNdCMok8lCk2t/view?usp=sharing

  • @synapse349
    @synapse349 2 года назад

    Just intuitively, i think there are nodes that are redundant as some of the math nodes literally cancel other ones

  • @micemincer
    @micemincer 3 года назад +1

    nice - but what I do not like is that hatching sticks to the 3d form - should be 2d flat - like camera projected.

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Thanks! If you're looking for a flat camera projection that doesn't follow the form, then you can basically skip everything after the first 10 minutes, more or less

  • @dieguerson
    @dieguerson Год назад

    Hi! Why are you getting some sort of toon shader when you connect the ramp? Thank you!!!

  • @lilarms100
    @lilarms100 3 года назад +3

    great tutorial but the problem is that we don't have the image you are using in your Image texture :/

  • @alekjwrgnwekfgn
    @alekjwrgnwekfgn 3 года назад

    Is there a way I can get this to work with a normal map (or just a textured model)?

  • @lightmanleaf3761
    @lightmanleaf3761 3 года назад

    Can the gradient and the paper texture also by procedural? If yes, how? Thank you

  • @blackmartini7684
    @blackmartini7684 2 года назад

    This is how they should've attempted a 3D berserk

  • @noelhutz
    @noelhutz 3 года назад

    When I download the blend file and try to append the material to a mesh it's just completely black. Any idea how I can fix that? I'm pulling out my hair right now :D
    And by the way: Thanks for this tutorial, blender continues to amaze me.

    • @leopoldsimon67
      @leopoldsimon67 3 года назад

      I think the append command in blender doesn't put the image texture automatically

    • @noelhutz
      @noelhutz 3 года назад

      @@leopoldsimon67 That's a possibility, thanks! So I guess I should assign the material to the mesh?

  • @joshahrenbehrens
    @joshahrenbehrens 3 года назад

    How do you know so much about the nodes. I wish I had that knowledge

    • @oceanquigley
      @oceanquigley  3 года назад

      Watching lots of tutorials! There's a ton to learn.

  • @vekkdrums
    @vekkdrums 2 года назад

    sometimes I feel more of a coder than an artist with all this nodes. It's really great tutorial though

  • @daniel6sharma
    @daniel6sharma 3 года назад

    when i hit render the lighting shadows go away or look different. what am i missing?

    • @oceanquigley
      @oceanquigley  3 года назад

      Is that the case if you use my sample file as well?

  • @SantaFeCove
    @SantaFeCove 3 года назад +1

    Ocean, what percent of people understand what the heck you are talking about? I love you but is this the artistic future for world? I find it strange that you do this and then go up in the Bay Area hills and paint or paint from life models to keep your sanity or rather maybe your humanity. It is great to hear your voice for a half hour almost like you are speaking a foreign lanuage. Love to your family, Cove.

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Hi Cove! Thanks! For 3D artists, all this stuff is pretty straightforward. Just banging nails.

  • @sid98geek
    @sid98geek 3 года назад

    Whenever people say that mathematics beyond basic arithmetic is useless in real life, you can silence them by showing them this video.
    ................................................................
    Normie: "Ugh! Trigonometry is boring! How will I ever use this in my life and the real world? Why don't schools ever teach us how to do taxes?"
    Ocean Quigley: "Haha, so I'll just plug the X and Y components of the camera-space normal vector into the Arctan2 node to convert them into angles, divide them by pi, and map them to positive values, divide them into discrete slices by multiplication, truncation, and division, and then, I will use this final result as a factor to warp my line texture, which can make this shader even more beautiful!"
    Normie: "Oh, I wish that I had learned more advanced math, because now I have to draw everything manually which could have been automated by a shader."

    • @oceanquigley
      @oceanquigley  3 года назад +1

      Oh man, honestly I wish that I had paid more attention in math class too! There's so much more that I could do.

    • @sid98geek
      @sid98geek 3 года назад

      @@oceanquigley Oh my! You replied! #blessed

  • @Leks-
    @Leks- Год назад

    Image textures are used here. It's strange that no one asked where to get them.