The end mask isn't working for me either because it isn't initially separating the colors correctly as black and white for the first color ramp ag the beginning of the video. Because my object is grayish and black the cross hatching is effecting the whole object
@@PointCloud soften the transition between shadowed and unshadowed parts, and if possible, remove the lines on parts that are bright to give a neat highlight
Exactly what I needed!
Looks great, thank you.
Excellent, many thanks
Just what I needed, thank you! 😊
You're welcome.
Alright this video fucks. Extremely clear and understandable, cheers for this!
Thank you very much ;)
this is an amazing video and very easy to understand
Thanks!
great video!
Thank you.
what to do if i have a texture with transparent elements?
You could use a black/white map as a transparency value, but since this on the surface, you would look inside of the object.
I followed the first part if the set up and my color ramp is set to white and black but my model is grey and black, any d thought why that is?
You define the actual colors with the last mixRGB node.
Everything before is just a mask.
The end mask isn't working for me either because it isn't initially separating the colors correctly as black and white for the first color ramp ag the beginning of the video. Because my object is grayish and black the cross hatching is effecting the whole object
Yeah, I can't seem to make non-shadow areas perfect white either.
how to smooth out shadows?
What exactly do you mean with smooth?
@@PointCloud soften the transition between shadowed and unshadowed parts, and if possible, remove the lines on parts that are bright to give a neat highlight
@@uphjo6969 A little late, but turn your color ramp from constant to linear
@@grufendrot7076 thanks, but i opted for a dithering shader instead. have a good one! :3
this could have been written down.
Definitely, this isn't complex at all.