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barely art
เข้าร่วมเมื่อ 2 เม.ย. 2023
a dusty bin talks about stuff that's barely art...
Making GUNDAM Sound Effects using Serum (in Ableton Live) | Xfer Serum Tutorial
a short video on how to make a particular GUNDAM sound effect using xfer serum
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A CRAZY* Blender Stylized Painting Shader!
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*author's heavily biased opinion download (should work on blender 4, but has NOT been thoroughly tested) : barelyart.gumroad.com/l/pseudopainter2
Stylized Paint-Like Shader in Blender Eevee (read description)
มุมมอง 88Kปีที่แล้ว
a newer version is available : th-cam.com/video/J7m2AXP2_pY/w-d-xo.html
YOU ARE SOOOO NICE!!! Just thanks for your hard work! Providing this enormous shader is just incomprehensible!!! You deserve so much more, gl with your future projects, YOU ARE AWESOME!!!!❤
Thank you for this! But Is it normal for it to use so much of my GPU when I view it in rendered view? does it depends on how many poly there are in my model?
It might be…? I’m gonna be honest, I didn’t think much about optimization when I made this. Heck, I probably didn’t even understand half the things that I did. So yeah, I also found it can get slow somewhat quickly. From my experience though, I think it mostly came from the ‘pseudoLayer’ node. Since the ‘pseudoPainter’ node already got a heck ton of nodes inside of it, combining two or more of them probably resulted in quite a heavy computation*. I also found that using alpha blending (instead of opaque) makes things quite slow as well. Being aware of that, I’ve been tinkering some more with this shader and have been trying to make it …lighter? Having a better understanding of how the shader nodes work, I can see ways to use less and less nodes in each of the ‘pseudo’ nodes. I hope, in the next version of pseudo painter-which I am currently working on-I can make it even more practical with more features as well. * I also found that things can get slow when I add a lot of nodes in a single material EVEN when those nodes aren’t actually connected to anything.
고맙소..
The texture is beautiful but it only works properly on a sphere, when I try to apply it on a model like a simple plate or a head sculpt it doesn't work, could someone help me?
hmmm…. If it works on default/primitives shapes, but it only shows a single shade of color (not black or grey) on other models, then the first thing I would check is the uv map, since this shader relies on uv map to work
The Edge Effect section is just what I've been looking for!! I wanted to make a heatwave effect and a water distortion for fish in a river- but could find NO turorials on such a thing other than water simulation or opaque stylized water. This method would be lighter on the computer. And easily placed on a plane infront of the camera for heat waves in the air or used with sylized water ripples to be the surface of the water, this making the fish/rocks look wavy from above, to create a great running water look. I highly reccomend you to use that shader to make an easy fake water distortion tutorial because all that's out there is water sim or caustic *lighting*, not caustic distortion. So many others could use it!
thank you, thank you, thank you from the bottom of my heart as an animation student. I wanted to try a painterly effect for a while now and REALLY appreciate that you made it this accessible
This is satisfying
May I ask.. What do you do in 10:05 because my image texture is not working and this part get trim on the video...?
I think all I did was just connecting the 'pDisplacement' into the 'Vector' input of the 'Image Texture'. I only trimmed the video to cut the part when the texture was loading so that people don't have to wait for it. But.... hmmm.... if I were to guess though, the image texture might not work because of the UV map that's being used, since (assuming you use UV for the 'Mapping(1)' input like in 2:00 ) how the image texture is mapped (still) depends on the UV map. Something that I would try to check in order to troubleshoot is to connect the ‘UV’ from the ‘Texture Coordinate’ node straight into the ‘Vector’ of ‘Image Texture’ and see if the image is properly mapped the way I wanted. If not, then I will try to fix the UV map, or even use a ‘Mapping(2)’ node to fix it. After that, I would just connect the ‘Mapping(2)’ node into the ‘Mapping(1)’ input of the ‘pseudoPainter’ node. do let me know if that works (or not) Mapping(1) : an input on the ‘pseudoPainter’ node Mapping(2) : an actual node called “Mapping”
how do you animate shaders?
you should be able to just right-click on any parameters and add a keyframe
thanks a lot dudee..love you😊
How to bake these textures?
Yeaaa… this is definitely something that I want to tackle for the next version of pseudopainter. But, as for now, I can think of two ways of baking. First, the simplest way is to use ‘pseudoShader (Cycles)’ so that cycles can render it. Of course, this way you would be limited to the settings on the cycles version of the shader. Second method, a bit more complicated. You need to open the ‘pseudoShader (Eevee)’ node and look for the ‘ShadertoRGB’ section. Despite the mess, it is located on the left side and framed inside a brown-ish/orange frame; so it should be easy enough to find. Connect the ‘Principled BSDF’ straight to the ‘Surface’ input of the ‘Material Output’ node (If you use node wrangler add-on you can just [Ctrl+Shift+Left Click] the ‘Principled BSDF’ to connect it). Bake* that BSDF, and then replace the ‘Shader to RGB’ node with an ‘Image Texture’ node of the texture that you just baked. After that, the ‘pseudoShader (Eevee)’ should be able to be rendered using Cycles, thus, you can bake. Taking things a step further, you can also connect the 'pDisplacement' output into the 'Vector' input of the 'Image Texture' node. It should make the shader looks better, assuming it didn't give out problems instead. You wouldn’t be able to change some of the settings on the ‘pseudoShader (Eevee)’ after you bake the ‘Principled BSDF’, so I recommend to get the look you want first, before doing any kind of baking. And of course, the baking process would bake the lighting into the texture so you won’t be able to change the lighting of your scene. *I use the 32-bit setting on when creating the blank texture. Not sure if that would make any difference ps. don’t forget to check out the ‘v2.07b (Preview)’ . It has additional setting for the ‘pseudoShader (Eevee)’ , though might have some unexpected behaviour.
How to bake these textures??
Shader is amazing! But im facing problems when im trying to bake materials to a set of images. Is there any workaround about this? is there any chance to bake materials?
Yeaaa… this is definitely something that I want to tackle for the next version of pseudopainter. But, as for now, I can think of two ways of baking. First, the simplest way is to use ‘pseudoShader (Cycles)’ so that cycles can render it. Of course, this way you would be limited to the settings on the cycles version of the shader. Second method, a bit more complicated. You need to open the ‘pseudoShader (Eevee)’ node and look for the ‘ShadertoRGB’ section. Despite the mess, it is located on the left side and framed inside a brown-ish/orange frame; so it should be easy enough to find. Connect the ‘Principled BSDF’ straight to the ‘Surface’ input of the ‘Material Output’ node (If you use node wrangler add-on you can just [Ctrl+Shift+Left Click] the ‘Principled BSDF’ to connect it). Bake* that BSDF, and then replace the ‘Shader to RGB’ node with an ‘Image Texture’ node of the texture that you just baked. After that, the ‘pseudoShader (Eevee)’ should be able to be rendered using Cycles, thus, you can bake. Taking things a step further, you can also connect the 'pDisplacement' output into the 'Vector' input of the 'Image Texture' node. It should make the shader looks better, assuming it didn't give out problems instead. You wouldn’t be able to change some of the settings on the ‘pseudoShader (Eevee)’ after you bake the ‘Principled BSDF’, so I recommend to get the look you want first, before doing any kind of baking. And of course, the baking process would bake the lighting into the texture so you won’t be able to change the lighting of your scene. *I use the 32-bit setting on when creating the blank texture. Not sure if that would make any difference ps. don’t forget to check out the ‘v2.07b (Preview)’ . It has additional setting for the ‘pseudoShader (Eevee)’ , though might have some unexpected behaviour.
@@barely_art Thanks a lot. I'll try your methods
hei saya punya masalah pada 11:48, node berwarna biru menjadi polos setelah saya menghubungkan lapisan pseudo ke pseudo shader
i use blender 3.4.1
kalau warnanya bukan hitam/abu-abu tapi jadi polos, kemungkinan masalahnya di UV. Apa boleh minta penjelasan lebih lanjut soal setup dan problem nya?
This is amazing , but i had a question . Is there a way to change the brush strokes
Of course
Currently, the closest thing to a solution is probably to use ‘pseudoScatter’ . Although, having a custom brush is definitely on my future feature list and I’m hoping to tackle it on the next version of pseudo painter. ps. really sorry for taking a long while to reply
Hi I have one question! but firstable, what a wonderful shader that you made! My question is if you know how to export a model with your textures to unreal engine?
Well.. the simplest way to do it is probably to bake the texture using the ‘pseudoShader (Cycles)’ , though it won’t give you the same amount of control the eevee version have. A more elaborate way do it, probably, is by baking the BSDF shader that is connected to the ‘Shader to RGB’ node inside the ‘pseudoShader (Eevee)’ node group, and then replacing the ‘Shader to RGB’ with the baked texture. That way, you can render the shader in Cycles and then bake it and export it. I’m planning to tackle this problem in the next version of pseudo painter, but for now, that’s some of the only ways I can think of doing it. ps. sorry that it took me this long to reply
the highlight color variation is not on pseudo shader for eevee anymore. how can we do the same effect?
Hello! I’ve just added some kind of preview version in the download link (v2.07b). It will have some additional settings regarding color variation. It might not be exactly the same, but it should give you more control over the color variety. Do keep in mind though that this is a preview version and might have some unexpected behavior. ps. very sorry for only been able to reply just now
i've been using this shader for some time now, only problem i found is with controlling shadow color, its really difficult to get the desired color. i wish if it was possible to choose desired shadow color without affecting the light part. is there a way to have more control with shadows using this shader
hello! I’m currently working on the next version of this pseudo painter, and this feedback is certainly on my list of things to improve. It seems that it’s going to be some time until I can manage to finish it, so in the meantime I added some kind of a preview release that’s available on the download link. It will have some additional settings regarding highlight/shadow control but keep in mind that it might have some unexpected behavior. ps. really sorry for the super duper late reply
@@barely_art great! I'll check it out
That is really amazing stuff.
is there a good way to troubleshoot this ? lmao i cant get it working
mind to elaborate, good sir?
Thank you so much. Could it create a watercolor effect?
yes i think it can!
I'm like hmmmm. Usingfree software developers spent years in to tempt users to your comericial web site. Not exactly what i would have expected
Ngl, Im in love this.
This is so good!!!
You, sir, are a genious. Looking forward to trying this out! Thanks for sharing!
hi ! love your shader, i'm going to use it in my next npr project. I just wanted to know if there is a way to use a base texture and then shade over it Like we use texture image and shader together for shading handpainted models.Pls let me know if it is possible with your shader or is there any alternate solution for this. Thank you so much ! let me know if you want to know more
Assuming 10:00 is not what you meant, I think you want to have the paint strokes to be put on top of an image texture? Please do elaborate more if that’s not what you meant-but if it is, a way to do that is: to use ‘Mix’ or ‘Mix Shader’ to combine the image texture and the paint strokes. It can be done by utilizing the ‘Alpha’ output from ‘pseudoLayer’ as the ‘factor’ input in the ‘Mix’ / ‘Mix Shader’. The ‘Alpha’ output basically acts like a mask, so you can set how much paint strokes you want to add on top of the image using the parameters on ‘pseudoLayer’. Despite having A and B input, the ‘Alpha’ output on ‘pseudoLayer’ can actually be used with only B input connected. (you can also put the image texture straight into the 'A | pColor' on the 'pseudoLayer' without using any mix nodes. The 'pColor' output of the 'pseudoLayer' will then output the result) Again, if that’s not what you meant, please do elaborate more. EDIT : just wanna say, your comment made me realize how i can combine different pseudoShader(s) using the 'pseudoLayer' alpha! Thank you very much good sir!
@@barely_art Thank you so much! This is exactly what I want. I'm glad it helped you, would love to see your TH-cam journey.
@@barely_art So i tried your 2nd method and it worked but even though your shader is working fine but the pseudo painter is not working with my node setup. I mean i'm not able to play with brush strokes. can you make a video to show how you would use the image texture with your shader. That would be amazing.
here ya go : th-cam.com/video/EkOhZAqtCW0/w-d-xo.html
@@barely_art damn bro This is just amazing. Now i can finally use it in my next project. Thank you so much. can't believe its free.
All blender users will be your fans.
I recently used it for a personal project. amazing shader th-cam.com/video/mqZ77qr9kBU/w-d-xo.html
Dear lord has blessed me with the sign of your video. This informational tutorial and free shader is what I was searching for, for a long time (1 week). So THANKS! Thanks a lot.
hello! im stuck at the minute 1.39! i did everything you did in this pretty tutorial but my sphere remains black T^T
aaaaaaaaaaa I just realised I cut the part where I connect the 'toSurface' of the 'pseudoShader (Eevee)' to the 'Surface' of the 'Material Output' nodee!!! (which can be seen in 1:30) Im soooo sooorrryyyyy!!!! .... pls tell me if you did that already and it's still black.
Splendid
This shader has the most captain obvious text I've ever seen in my entire life
Fantastic! And I can't believe it was free.!!
I used some similar NPR effects from Artineering's Flair a few years ago... shaders in this video works much better than that
looks so awesome!
does it also work as post process effect? with special gbuffers?
As I said in some other comment, I’m not actually a 3D artist of any kind, and (I think) this is the first time I heard the term ‘g buffer’. Upon doing some light reading, I understand it as some kind of render passes? So if I understood you correctly, you want to have the painting effects as a post process instead of actually having it as a shader? Well, I never had that kind of use case in mind when I made the shader, but I suspect it’s possible. This shader works by creating a mask for each of the highlights, midtone and shadow, which is all affected/driven by the ‘pData’. So if you can get hold of them as a render pass / gbuffer, I think you could “recreate” the painting effect using post process (to some extent). All this shader does is doing some color correction using masks after all. There is currently no direct ‘Mask’ output if you want to render it (to use it as a render pass), although I don't think it's difficult to add (since I do have some new features for an upcoming update anyway). But I pretty much don't know anything about render passes and how exactly they are used in post, so I don't know how you would set up those masks to be an actual render pass (in blender) instead of rendering them manually. But hey, that’s all in the assumption that my understanding of gbuffer is correct and I didn’t misunderstand your question either. or maybe....... I should (try) add a post-process version of the shader as well? ps. soooooo soooooorryyy for replying so laaaateeeeeee!!!
Gorgeous shader! I will have lots of fun playing around with this <3
Magic! 👏
That's insane!
How do one bake this process into image?
So it affects the base color and the normals right?
I suppose you can use the cycles version of the shader. It won't look exactly the same as the eevee one, but you it does enable you to bake it
Not quite? It uses the “data” from ‘shader to RGB’ node to make different masks for highlights/mid/low. Yes indeed the shader that drives the ‘shader to RGB’ has the 'Normal' modified using the ‘pData’ input, but it’s all just for creating masks. Which is why in theory, you can actually have different textures/colors for each of the highlights, midtone and shadow (or any different values on the mask). So what I did is just combining all the different textures/colors that I have tweaked for the high/mid/low and then porting them to the ‘emission’ socket (so technically it doesn’t actually have a ‘Base Color’). though it works somewhat differently for the cycles version
@@barely_art Thanks l lot super helpful
What is changing? Not the base color. Normals?
great work! awesome!
tysm wow
for some reason, my blender get EXTREMELY slow when in camera view, even in unshaded mode. I have a very powerful PC so that shouldnt be the problem. any ideas?
Hmmmm… I can’t think of any cause/solution right away. Still, I hope I can help you solve this problem so I'd appreciate it if you would elaborate the setup you’re having. But, for now, since the problem seems to only appear when viewing through a camera, a way of troubleshooting that I can think of is to check the camera setup that is being used. Are there any camera related add-ons (or the likes) being used? Are the camera’s properties (actively) modified by something else on the scene? My personal way of troubleshooting is to use the default settings for everything, and then try out different add-ons (or the likes) in isolation (or could be in some combination as well). And yeah… that could take some time to do but it’s the only thing I can think of right now. hope this helps.
Once again, you made such a rad shader for free and I am so thankful!
This isnt working with anything other than primitive mesh. Using blender 3.4
In what way is it not working if I may ask?
I was dumb and forgot to uv unwrap my object! Its working great once I did that. Thank you so much!@@barely_art
tysm <3 i'm very appreciate about your work <3
Amazing! Can't wait to try this out. 😃 Thanks!!
how? how can this piece of pure gold be free? Hats off to you man !!! thanks a LOT ! ~~
QUESTION: is there a way to have this affect the Normal map? something similar to this video but automated? th-cam.com/video/s8N00rjil_4/w-d-xo.html
Thank you so much. It's incredibly cool to practice understanding how it might work. I'm currently writing the same shader for my projects, and I'm very glad that there are still people who bring fresh thoughts about the implementation of this idea.
It would be super cool if there would be a way to make painterly hair that can be simulated