There is one thing i do not understand with the toon shader. How do shadows and highlits work when animating? Do they change position together i move my character/ change light position ?
Thanks heaps @@Marco-mg1yn 😁 Yes, the highlights and shadows will work almost the same way normal lights would. The shape of the highlights and shadows will be simplified, but they'll still react normally. I've seen a few shots on shows like 'The Dragon Prince' where some of the shadows move normally, but it's obvious some of them are baked into the texture. So if you DIDN'T want them to move, you could try baking the textures for those shots and removing the lights.
When you use shader to RGB node it removes the ability for scene lights to affect the color. You can try playing the toon BSDF in cycles. It gives less control compared to shader to RGB setups I guess, but realistic and colored lighting just works and it’s a great tool. You can get outlines using fresnel like what is shown here.
The final shader has three Diffuse nodes in it. You'll mostly likely want to plug your normal/bump map into all of them. You can just plug it into the main Diffuse node (the one your texture goes in to) to get some slightly different results.
...actually adding a bump map breaks up the highlights and shadows in a really interesting way. I've just tested it with a noise texture and it kind of gives it a charcoal effect.
Open a new scene in Blender. Go "file->append" and open the Cel shader file. Go into the "NodeTree" folder. Append both the CelShader and Painterly nodes. In the Outliner, change the view from "View Layer" to "Blender file" and scroll down until you find the "Node Groups" dropdown. Inside that you'll find the "CelShader" and "Painterly" nodes. Right click on them and "Add fake user" Then go to "File->Defaults->Safe Startup file" This will save those ndoes into your starting file so you can add them to any material you want.
This is a fantastic tutorial on what one can achieve with a toon shader!
Thanks Darkhorse ☺
thank you for your tutorial. you are my teacher.
Such a cool and detailed tutorial I've ever seen. I suck at materials, texturing and shading so I might have to watch this again and again.
Please do! Help rack up that view count 😁
@@JamieDunbar absolutely! I already subscribed.
Thank you for the tutorial. It is the first toon shader tutorial that shows the entire process fro scratch!
There is one thing i do not understand with the toon shader. How do shadows and highlits work when animating? Do they change position together i move my character/ change light position ?
Thanks heaps @@Marco-mg1yn 😁
Yes, the highlights and shadows will work almost the same way normal lights would. The shape of the highlights and shadows will be simplified, but they'll still react normally.
I've seen a few shots on shows like 'The Dragon Prince' where some of the shadows move normally, but it's obvious some of them are baked into the texture. So if you DIDN'T want them to move, you could try baking the textures for those shots and removing the lights.
@@JamieDunbar Ok, i will definitely try! Thanks for your reply😊
nice tutorial!!!
Thank you! 🤩
Love your tutorial style!
Naw, thanks heaps mate. Hope you're doing well 😉
Amazing!
thats an amazing tutorial
Many thanks sir
Is it possible to use colored lighting with this setup?
When you use shader to RGB node it removes the ability for scene lights to affect the color. You can try playing the toon BSDF in cycles. It gives less control compared to shader to RGB setups I guess, but realistic and colored lighting just works and it’s a great tool. You can get outlines using fresnel like what is shown here.
How I use normal map in this shader?
The final shader has three Diffuse nodes in it. You'll mostly likely want to plug your normal/bump map into all of them.
You can just plug it into the main Diffuse node (the one your texture goes in to) to get some slightly different results.
...actually adding a bump map breaks up the highlights and shadows in a really interesting way. I've just tested it with a noise texture and it kind of gives it a charcoal effect.
- many thx!! :^]
Many welcomes 😁
How do i save the shader for reuse
Open a new scene in Blender.
Go "file->append" and open the Cel shader file.
Go into the "NodeTree" folder.
Append both the CelShader and Painterly nodes.
In the Outliner, change the view from "View Layer" to "Blender file" and scroll down until you find the "Node Groups" dropdown.
Inside that you'll find the "CelShader" and "Painterly" nodes. Right click on them and "Add fake user"
Then go to "File->Defaults->Safe Startup file"
This will save those ndoes into your starting file so you can add them to any material you want.