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...
3 years later and this is still one of the best blender sketch shader tutorials out there
It's so satisfying to see someone arranging the nodes properly and not making a spaghetti bowl of connections
For real, this is the very first time I didn't get lost searching for the nodes while following a tutorial
Wonderful walkthrough. Many thanks! Astonishing that Doré was able to do all this this only a mechanical calculator!
That made me actually laugh out loud!
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.
Cool! Post a video, I'd love to see!
One of the very few so good tutorials, regarding the topic, on the whole Net. Thanks a lot for offering it!
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
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.
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!
This is amazing! This technique has a lot of potetntial for non realistic shaders in blender!! thank you
I'm telling my kids this is how the U.S. Mint makes money. Amazing stuff.
This is a really cool technique, and I feel like I learned a lot. Thank you for making the video avaiable!
Amazing and just what I was looking for! Thank you so much for sharing this incredibly clear and useful tutorial!!! :-)
Man this is amazing! I've been looking for something like this for a while. Great tutorial and great technique!
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 :)
This is just mindblowing 😄 What an elegant way to make hatches!
So cool. Pretty.
Nicely done! Clear and easy to understand and the result is impressive.
You crazy bastard who makes beautiful magic in my screen!
insane, no wonder some illustrations looks too perfect now i know
the best procedural ink shader so far .great work.
Okay, my mind has been blown. You rock!
this is so good - and please more of this ! thanks man !
Amazing tutorial man beautifully explained and thanks for providing with the actual file thats really nice
Really nice! Thanks for sharing the blend file too.
Superbe tutoriel,merci beaucoup,ce rendu est merveilleux .
Great!! Came here from the Blender demo files
aMAZING!!
That looks awesome
Amazing video, and exactly what I was looking for! 😎
amazing
Master! keep uploaling blender tutorials!
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.
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
@@oceanquigley wonderful, thank you!
Image textures are used here. It's strange that no one asked where to get them.
Thank you!!!
thanks man its super nice !
wow this was very interesting, thanks you!
😱 this is insanely good , i feel so dumb now 😂
Awsome!! keep going
Hey man, fantastic tutorial. Is there any chance of you making a "painterly" style shader, for more of a paint style shadows and highlights?
I completely second this
please
@@razakhan651 like a watercolor effect?
@@GabrielsLogic either watercolor or oil paint
@@razakhan651 hold on
Fantastic!!!! More please!
You did all this good work, and I only handed out candy... :-)
Lol! We only had 3 trick-or-treaters!
Incredible.
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
Yeah, that works well too. Slightly different aesthetic. Worth experimenting with though!
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.
Superb!!!!
please make more tutorials you legend!
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
This is amazing! wonder how to add color both lighten and shade on object
Awesome work! Have you tried working more with the curves that follow the shapes? The angles change, but the lines are still kinda straight.
Yeah, it would be nice to smooth those transitions and make more curvy lines. Will think about it.
BIGG BRAIN STUFF U GOT HEREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
lol
You have forgotten to show us, what does the second texture look like!
Muy buen trabajo!
WOW
Would you please also provide the gradient textures as as I don’t have photoshop and I cannot find it in internet. Thank you.
Sure thing, you can find it here: oceanquigley.blogspot.com/2020/11/blog-post.html
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?
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 ?
You need that shader to RGB node, and I think that's still Eevee only?
OK thanks I will try that...@@oceanquigley
This is awesome! Too bad you can't capture edge flow to control the line direction..
Thanks! Yeah, that would be next-level. Hmm
Muy bien
thanks
5:18 I don't understand, but what kind of textures are they, are they arbitrary or are they specific?
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.
Oh man, I'd love to see that!
Any chance you could share your .blend file my good sir? :)
Sorry for the delay, here you go: drive.google.com/file/d/1S54II-mbT3MH88k49-HtNdCMok8lCk2t/view?usp=sharing
Just intuitively, i think there are nodes that are redundant as some of the math nodes literally cancel other ones
nice - but what I do not like is that hatching sticks to the 3d form - should be 2d flat - like camera projected.
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
Hi! Why are you getting some sort of toon shader when you connect the ramp? Thank you!!!
great tutorial but the problem is that we don't have the image you are using in your Image texture :/
Is there a way I can get this to work with a normal map (or just a textured model)?
Can the gradient and the paper texture also by procedural? If yes, how? Thank you
This is how they should've attempted a 3D berserk
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.
I think the append command in blender doesn't put the image texture automatically
@@leopoldsimon67 That's a possibility, thanks! So I guess I should assign the material to the mesh?
How do you know so much about the nodes. I wish I had that knowledge
Watching lots of tutorials! There's a ton to learn.
sometimes I feel more of a coder than an artist with all this nodes. It's really great tutorial though
when i hit render the lighting shadows go away or look different. what am i missing?
Is that the case if you use my sample file as well?
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.
Hi Cove! Thanks! For 3D artists, all this stuff is pretty straightforward. Just banging nails.
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."
Oh man, honestly I wish that I had paid more attention in math class too! There's so much more that I could do.
@@oceanquigley Oh my! You replied! #blessed
Image textures are used here. It's strange that no one asked where to get them.