This is too heavy to understand for a beginner like me, but the video will certainly be saved for later, because the day will come, where I totally get it and then I will either recreate it, or use it for inspiration. Really good stuff, I am amazed.
Now that's impressive. I was looking for something like that for ages. Definitly something to test out and see what could be done with it. The particle instance lines are an interesting technique, but I don't think they quite fit with this style. If you could reduce them to the outline only, it might have a purpose... but as they are here, they are just a bunch of random lines across the sketch. Again, something worth looking into. All in all verdict: Stunning!
Yeah! The strokes need more control. I find a way that could be very interesting, if we could make the weight paint behave like a fresnel, we could add that vertex group to the particle density and then the strokes will appear near the outline zone, but I'm kind of stuck in there. If you find something I would appreciate to see it :) Thanks for your comment!!
Yesterday I tried to make a shader, not knowing that you have already done exactly the same. Thank you for sharing the blend file, I will use yours, you saved my time. 🙌
oh my goodness, the Fresnel mix between the black emission and transparent is so smart!!! ive been using inverted hull, but it always has limitations, this way is so smart!!!!
Such alchemy! That bit with the weight modifier on the solidify outline hull blew my mind. Never seen or used that modifier before. Going to study this. Thanks.
There's a tutorial by Cody Winch about explosions that introduces me on that modifier, so recommendable! ruclips.net/video/fE-uDqBpXxI/видео.html&feature=emb_title&ab_channel=CodyWinch
Wonderful work, I really appreciate you making the file with the all-important shaders available like that. Bonus point for the dark ambient backing music. Drone on!
Found your channel after the bcon. Thank you for your talk and explanation, your personal project looks really cool!!! I want to find a mix between npr and pr that I personally like, and quality info on npr is rather hard to find
For aplying it to much works can be great, for just 1 I end faster if I made it directly with ink or if I export the simple model to photoshop and there draw on top.
Just came across this video by chance. WHAT A BRILLIANT VIDEO!! I have yet to overcome the overwhelming complexity of nodes, I'm pretty new to 3D software. But I hope I can recreate this with shaders in Houdini, which I'm trying to learn at the moment :D
Really well done! Cool shading, fancy infected mushroom and easy to follow tutorial. My only suggestion is to soften the shadow of your light a bit so that harsh line on the forehead and teeth goes away :) Oh, and nice music as well!
The results are impressive! I can't wait to try this. Have you seen this exact shading technique from the Unity forums? Anyways, thank you for sharing! I was sweating cold that Blender would hang at the 2ble particle emission, but it went on and on fantastically. Great work, Toni!
Thanks! I'm not sure about that Unity forums, have any link? I've been looking many references and yes, game engines are quite interesting as you can performance the post processing effects in realtime (viewport), in blender we have to make Compo work to do that. It's so interesting to play with this instanced geometry and shading. I hope to share more tests soon :)
Saludos desde Argentina, acabo de suscribirme a tu canal, luego de la charla excelente en la Blendiberia, realmente me encantó lo que logras con los Nodos y Shaders en Blender en el personaje, vi un super árbol detrás de todo, que es digno de estudiar.
The bass is so LOUD... That I thought the floor was shaking because of the subwoofer, thing is, I am wearing headphones and the sound system is turned off :o
Tony would you be willing to make a course please where you go from A to Z with your current process as of 2023? I saw your Blender conference talk and was so impressed but it is not really a step by step tutorial sadly and I don't know if even intermediate Blender users can duplicate what you do.
Hey man, amazing work, it's unbelievable. Just one doubt can colors be applied to this model, if we can please let us know how... I will be really glad.... Please
Well with motion aspect sure you'll have to make more tricks, if you are planing to fake a 2d look. 2's animation and some stroke variations mainly, I'm working on it ;)
Pues estaría bien la verdad, aunque intento que sea útil para la mayor gente posible.. quizás hacer algo con el sistema de caption de youtube y que puedas elegir el idioma?? tendré que mirármelo. Gracias por la sugerencia! ;)
How long did it take you to learn how to make that shader? I feel like it doesn't give me my head for so much hahaha, I'll watch the videos where you were inspired so I learn and then your tutorial
Hello Toni. Great tutorial. I hope you respond to this comment. I tried your technique for instancing by copying the emitter and adding two Particle Systems and using the Particle Instance modifier on the instanced object, but I can't figure out its advantage over regular instancing by adding just one Particle System on the emitter mesh and picking the object to instance. Instead, I found it harder to control and, unlike using just one Particle System, it increases polycount. Can you explain this to me please or share with me a tutorial explaining it? cuz I've been struggling for days trying to figure it out on my own in vain.
I love this. Question : how do I transfer this material and look to another object. I have tried to do it the normal way (select, ctrl l, material) and the material shows up, but doesn't look anything like the original . Do I have to do something to the new object in order to make it work correctly? Thanks
You have to make some adjustments before. Your object will need the same UV maps and VertexColors as the mushroom. If you create and give them the same name will work, but then you should edit each map and vertexcolor as you need. With the "UV_innerline" I recommend to first place every islands in a white area of the Innerline texture (in the UV Editor). And for the vertex colors remember to make the "DirtyVertex" to see them working. The "UVMap" will drive the surface strokes, you can try to place them in a specific way with a proper unwrap, or may be try rotating the mapping nodes. I hope it helps, if there's any issue you tell me.
This is too heavy to understand for a beginner like me, but the video will certainly be saved for later, because the day will come, where I totally get it and then I will either recreate it, or use it for inspiration. Really good stuff, I am amazed.
Exactly what I did
and?
It's never too complicated. You just don't have the work ethic.
And it's step by step lol. It's not like you're going to use arithmatic. Just follow the steps.
This is amazing. Especially thank you for sharing the files, such a time-saver.
This is lovely! You blended all the blender techniques, your wisdom, and tools really well in blender
Now that's impressive. I was looking for something like that for ages. Definitly something to test out and see what could be done with it.
The particle instance lines are an interesting technique, but I don't think they quite fit with this style. If you could reduce them to the outline only, it might have a purpose... but as they are here, they are just a bunch of random lines across the sketch. Again, something worth looking into.
All in all verdict: Stunning!
Yeah! The strokes need more control.
I find a way that could be very interesting, if we could make the weight paint behave like a fresnel, we could add that vertex group to the particle density and then the strokes will appear near the outline zone, but I'm kind of stuck in there. If you find something I would appreciate to see it :)
Thanks for your comment!!
really sick ... i'm bookmarking this one. It's a standout.
Yesterday I tried to make a shader, not knowing that you have already done exactly the same. Thank you for sharing the blend file, I will use yours, you saved my time. 🙌
oh my goodness, the Fresnel mix between the black emission and transparent is so smart!!!
ive been using inverted hull, but it always has limitations, this way is so smart!!!!
Incredibly convincing result! Can't wait to try out your techniques!
Amazing node mastery! Looks great.
Absolutely stunning. I'm gonna adapt this and try to make it look as good while animated
Uff,
I think i'm in love with the way this looks, thank you so much for sharing this awesome looking shader!!!
This is G O L D !
Such alchemy! That bit with the weight modifier on the solidify outline hull blew my mind. Never seen or used that modifier before. Going to study this. Thanks.
There's a tutorial by Cody Winch about explosions that introduces me on that modifier, so recommendable!
ruclips.net/video/fE-uDqBpXxI/видео.html&feature=emb_title&ab_channel=CodyWinch
@@ToniMortero Oh wow! Thanks for the tip, definitely going to have a look.
Pretty incredible!
I want to learn … eventually 😂
Such an amazing technique, thank you so much for sharing. People like you make the 3d comunity greater
This is next level texturing! Such a great work of art! Thanks for making this!
You have some mad shading skills. Neer seen such a technique.
i really like the uv inner lines approach
dude, this looks so awsome and so realistic. thanks very much for this great tutorial!
Thanks! New things are comming :P
Génial !
Wonderful work, I really appreciate you making the file with the all-important shaders available like that. Bonus point for the dark ambient backing music. Drone on!
great stuff, and nice ambient sound shizzle going on here , no annoying music 👌
That mushroom looks infected :3
Thank you so much for mentioning the sources in all your videos.
just subbed
please keep up the good work
NICE!
Thanks
This is genius! Also, love the connection to Quake :)
Found your channel after the bcon. Thank you for your talk and explanation, your personal project looks really cool!!! I want to find a mix between npr and pr that I personally like, and quality info on npr is rather hard to find
very uesfull tutorial. thanx a lot.
Many great ideas in this video
DUDE THIS IS MADNESS
Thanks!!
Just amazing.
It looks so natural.
Holy sh*t that is so beautiful.
For aplying it to much works can be great, for just 1 I end faster if I made it directly with ink or if I export the simple model to photoshop and there draw on top.
This is awesome! Great effects and a wonderful and strong illustration.
Thank you :)
I like the sketch style, thank you for sharing
Thank you. Looks amazing.
I loved the soundtrack
Ya me dieron ganas de volver a escuchar Infected Mushroom
jajaja una buena sesión de vez en cuando no va mal
Just beautiful. Great job!
thanks for your comment! (:
Mortero is GOD! awesome.
WOW SORPRENDENTE
Just came across this video by chance. WHAT A BRILLIANT VIDEO!!
I have yet to overcome the overwhelming complexity of nodes, I'm pretty new to 3D software.
But I hope I can recreate this with shaders in Houdini, which I'm trying to learn at the moment :D
goodie goodie
u are the king of shader
thx I learn something new 😊
That's one angry mushroom.
Great music choice.
Really well done! Cool shading, fancy infected mushroom and easy to follow tutorial. My only suggestion is to soften the shadow of your light a bit so that harsh line on the forehead and teeth goes away :)
Oh, and nice music as well!
Yeah! nice one, it will look "less perfect". May be it can be done directly in the shader.
Glad to know it's been useful :P
fantastic work
very cool!
Just wow!
The results are impressive! I can't wait to try this. Have you seen this exact shading technique from the Unity forums? Anyways, thank you for sharing! I was sweating cold that Blender would hang at the 2ble particle emission, but it went on and on fantastically. Great work, Toni!
Thanks!
I'm not sure about that Unity forums, have any link? I've been looking many references and yes, game engines are quite interesting as you can performance the post processing effects in realtime (viewport), in blender we have to make Compo work to do that.
It's so interesting to play with this instanced geometry and shading. I hope to share more tests soon :)
Saludos desde Argentina, acabo de suscribirme a tu canal, luego de la charla excelente en la Blendiberia, realmente me encantó lo que logras con los Nodos y Shaders en Blender en el personaje, vi un super árbol detrás de todo, que es digno de estudiar.
Mmuchas gracias :) de ese shader no tengo un tutorial, pero si que en el vimeo del cortomtraje hay algunos videos más de making of.
@@ToniMortero lo revisare, gracias.
Thank you! AMAZING. Just that.
:D
i love you
:O nice
The bass is so LOUD... That I thought the floor was shaking because of the subwoofer, thing is, I am wearing headphones and the sound system is turned off :o
Tony would you be willing to make a course please where you go from A to Z with your current process as of 2023? I saw your Blender conference talk and was so impressed but it is not really a step by step tutorial sadly and I don't know if even intermediate Blender users can duplicate what you do.
nice work, thanks for the breakdown and research share as a learning path appreciated. new sub
Surpreendente! Thank you.
Thank u!
Demasiado bueno, gracias.!
Infected Mushroom Album Cover.
Yesssss
WOW。。。。 nothing but WOW!!!!
very nice. thank you so much
Beautiful lines! I wish I could give this 5 thumbs up!
Thanks man! ^^
Thanks a lot man!
Hey man, amazing work, it's unbelievable. Just one doubt can colors be applied to this model, if we can please let us know how... I will be really glad.... Please
Impressive !
Awesome shader! would it be posible to change the white into a color such as green?
interesting! i wonder, is it possible to achieve that without uvs? somehow working with normals?
2:05 Why not use a singular mapping nose here? Why do we need two?
vengo de conocerte en la blendiberia gracias por el blend voy a estudiarlo
Genial :) cualquier duda aqui estoy
Thanks!
Amazing! Thanks for sharing :D
eres un crack tio!
Gracias Victor :D
"More than just a shader" (yeah I know, different album from the image, but the title sounds similar)
Thanks a lot❤️❤️❤️
The Army of Mushrooms is coming for you!
hahahaha I hope they remind me the story cause I won't get insane!!
ruclips.net/video/Z6hL6fkJ1_k/видео.html&ab_channel=kraudio
i was immediately thinking the same :)
are you using regular blender or you have lightingboystudio?
Very nice :)
Is it possible to make the lines coloured?
Use map range instead of the colorramps. Colorramps take wayyy longer to calculate.
That's good to know! ^^
This turned out great! Would the model still have the same look if it's animated ?
Well with motion aspect sure you'll have to make more tricks, if you are planing to fake a 2d look. 2's animation and some stroke variations mainly, I'm working on it ;)
Estaría genial que hicieras el tutorial también en español. Saludos.
Pues estaría bien la verdad, aunque intento que sea útil para la mayor gente posible.. quizás hacer algo con el sistema de caption de youtube y que puedas elegir el idioma?? tendré que mirármelo.
Gracias por la sugerencia! ;)
Great Stuff! Nice variability in lines...Would adding some sort of post Blender production "noise" help break up the rotation of the crosshatching?
wow this is interesting
Thanks man ✊
will u be making an updated video any time soon? or a new version of the shader to download? i would pay for it
Nvm! I see the blend file in the description of the video! Thanks u so much!
I am trying to follow the video but how do I get the screen on the left ?
How long did it take you to learn how to make that shader? I feel like it doesn't give me my head for so much hahaha, I'll watch the videos where you were inspired so I learn and then your tutorial
Hello Toni. Great tutorial. I hope you respond to this comment.
I tried your technique for instancing by copying the emitter and adding two Particle Systems and using the Particle Instance modifier on the instanced object, but I can't figure out its advantage over regular instancing by adding just one Particle System on the emitter mesh and picking the object to instance. Instead, I found it harder to control and, unlike using just one Particle System, it increases polycount.
Can you explain this to me please or share with me a tutorial explaining it? cuz I've been struggling for days trying to figure it out on my own in vain.
is it possible to use this on top of an image texture?
Blender crashes on me when I select the Subdivision Surface..... any workaround for that??
牛逼
You could probably sell this if you turn it into an addon.
I love this. Question : how do I transfer this material and look to another object. I have tried to do it the normal way (select, ctrl l, material) and the material shows up, but doesn't look anything like the original . Do I have to do something to the new object in order to make it work correctly? Thanks
You have to make some adjustments before.
Your object will need the same UV maps and VertexColors as the mushroom. If you create and give them the same name will work, but then you should edit each map and vertexcolor as you need. With the "UV_innerline" I recommend to first place every islands in a white area of the Innerline texture (in the UV Editor). And for the vertex colors remember to make the "DirtyVertex" to see them working.
The "UVMap" will drive the surface strokes, you can try to place them in a specific way with a proper unwrap, or may be try rotating the mapping nodes.
I hope it helps, if there's any issue you tell me.
@@ToniMortero thanks very much for the detailed response. Appreciated . I'll try it out. It sounds very technical ! Thanks
Mate if you were to release this as an addon I'd be glad to pay for it
w
循环渲染可以应用吗?