Crosshatch Effect for Blender 3D - An Engineer’s Approach

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  • Опубликовано: 28 ноя 2024

Комментарии • 24

  • @vstreet7583
    @vstreet7583 10 месяцев назад +1

    Superb! BRILLIANT! Each video is like a narration to a crime scene where you reveal how it was done. You are by far, the most entertaining Blender RUclips creator. I thoroughly enjoy each and every one. So looking forward to the next. Thank you for sharing your knowledge. THANK YOU! Dg

    • @sinasinaie
      @sinasinaie  10 месяцев назад

      Thank you for the kind words, :)

  • @12edge
    @12edge Год назад +2

    The tutorial is good and works for me. If the object to be hatched is not at the world origin then the calculations should be modified to add one node before the Normalize. A Vector Math Subtract which takes the object location and subtracts the light location and the result toes into the Normalize. This gives results of the direction from the object to the light instead of the world origin to the light. Thanks.

  • @tytangry5637
    @tytangry5637 Год назад +3

    So artistic, and the best trend in all games nowadays!

    • @sinasinaie
      @sinasinaie  Год назад +2

      Agree, these styles are timeless.

  • @manuel.camelo
    @manuel.camelo 10 месяцев назад +2

    YOU GOD ON EARTH !!! 👁️👃👃👁️🙏🙏🙏

  • @pamemmanuel14
    @pamemmanuel14 6 месяцев назад +1

    I love it man. You're really helpful

  • @Kregori
    @Kregori Год назад +1

    That's awesome!

  • @grease1016
    @grease1016 Год назад +1

    Shader to rgb node is way easier if you're using eevee

  • @nicholasculleton2864
    @nicholasculleton2864 Месяц назад +1

    This is great! But Mine breaks whenever I add an additional light source. Is there a way to have multiple lights while still keeping that same thickness falloff for each light?

  • @joseterran
    @joseterran Год назад

    ill try this today for sure! thanks for sharing :)

  • @nigellill3222
    @nigellill3222 Год назад +1

    Great tutorial as always.
    So now you've covered the "crosshatch lines" will you be having a go at reproducing the "Ben-Day dot printing process" ? Along with crosshatch lines, in the early days of comics the graphics were all a series of dots which looked (by todays standards) really weird.
    Love your channel, I always learn something new. 👍🏼🦘🐨

    • @sinasinaie
      @sinasinaie  Год назад +1

      Using the same concept as this one, it would be quite easy to replace the lines with dots. I'll put it on list of tutorial ideas.
      Thank you for the support, :)

    • @nigellill3222
      @nigellill3222 Год назад

      @@sinasinaie Always welcome, you've got a great channel.
      My suggestion for the dots was more in humor than being serious, it's just they were both used in comic illustrations. 👍🏼

  • @dimitrilalushi4693
    @dimitrilalushi4693 Год назад +1

    Thanks for the so precious tutorial... it is very important that it is a method achievable by using Cycles. There are a plenty of methods for achieving such results in Eevee's environment but there are very few that are workable in Cycles' environment.

    • @sinasinaie
      @sinasinaie  Год назад +1

      Thank you for watching. :)
      And you are right, most of the videos I found were limited to eevee.

  • @nic-ori
    @nic-ori Год назад

    Useful information. Thank you.

  • @man_art_man
    @man_art_man Год назад

    Awesome!

  • @Groffili
    @Groffili Год назад

    That was very helpful.
    I've been trying different hatching and cross-hatching methods for a different application, but have always run into some sort of "forest for the trees" problem that prevented it from comming out just right. This vid clears up some of my problems.
    But for the purpose of shading... yes, this works decently. But it does have the problem of creating rather "flat" images. I'm still looking for a way to create procedual contour-line-hatching, but without any real success... maybe you would have some idea in this direction?

    • @sinasinaie
      @sinasinaie  Год назад

      Glad it was helpful. :)
      Unfortunately, I couldn't up with a solution where the hatchlines follow the contours (other than using object coordinates, as I mention in the video). I think a proper solution would be quite complicated.