Baking the Line Art Modifier | Blender Secrets
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- เผยแพร่เมื่อ 17 มิ.ย. 2024
- The Line Art modifier is great (if you want to render NPR style in Cycles), but it can be quite resource-demanding in my experience.
So I made this video about baking the modifier to a normal Grease Pencil stroke. This is no longer affected by the camera position, so it also only looks good from the Camera perspective.
It can be useful if you plan to tweak the outline strokes manually, erase parts, or add strokes manually using the normal Grease Pencil tools. I think for 2D animation this can be a very powerful workflow.
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Love the videos, they are incredibly useful!
I learned another good technique. Thank you
this looks so good
great, thanks a lot man!
Omg so good❤
I found this one out the other day. Tried to render without baking. My cpu fans were smoking lol.
question.
in edit mode, if you ctrl+click on the background object (not actively being edited object), it turns dark orange.
how do I undo this? ctrl+z doesn't work for this, for some reason. and redoing ctrl+click also does not clear the dark orange.
I can go back to object mode and select the object I'm woking on, and go back to edit mode, but I'm wondering if there is simpler way, not exiting edit mode.
This is great but I have one small request, how can we export this outline to a PNG texture for a 3d model?
how would that even work? Outlines depends on the viewing angle, so baking them into a texture for a 3d model doesn't make any sense.
@@askeladden450 I am no Blender expert, just asking. Then, a better question is, is it possible to even produce such an outline that can be baked onto a texture?
An outline is an outline, by definition it's meant to be around the silhouette of the object, from the camera view. If you baked it, it would just look like a random line intersecting the object from any view other than the ideal camera view. Like in this video, when I demonstrate that the baked outline no longer updates to the camera view.
@@askeladden450 so you're saying that baking borderlands styled painterly textures makes no sense? well, I guess there's a whopping few hundred cartoony games in the industry and a bunch of films too that would like too disagree with you... if you place your edges right, you can get a good enough placement that baking it to a texture would have no problems. You don't need all of your edges to change when you rotate the camera around the model, you know? sometimes you just want idk, a nice hard stroke around your hard edges... The is that an outline can be repurposed to do anything you want. After all, you're just drawing pixels on a screen. Nobody cares that the thing was originally created as an outline, as long as the final result gives your desired look. Specially when I can bake outlines however I want, and place them wherever I want. If I want real time outlines I'll add them later in whatever software I'm using through shaders, but if I'm just drawing edges around the surface of a mesh, what is stopping me from baking those edges and projecting them onto a texture? as far as I'm aware, it would have to be some kind of law, because from a technical standpoint its 100% possible and makes sense... maybe this does not fit your usecase, but don't berate other users for having a whole different usecase than yours.
Look at the hat in this example. The lines drawn around the red stripe could very well be baked onto a texture and nobody would care. The outline around the hat's outer contour is what is impossible to bake onto a texture, but who says I need that? or, who says I can't do that on whatever software I'm going to use to render my final model? the question is if you can bake something like that onto a texture or not. The answer is yes. The thing is, how to do that in blender? seeing how even the poster of this video was hostile toward this idea, I propose to the OP and other people who need this sort of behavior to just look at the documentation and figure it out on our own, because apparently wanting painted edges is illegal.
Not how Grease Pencil works. If you don't wanna do the ol' reliable inverted hull, then you can make a similar realtime outline effect with a simple post-processing shader in your game engine of choice.
Sir ctrl+shift+v is not working I tried many time to flip my pose but it didn't work if I am creating a armature it's not working but if I am adding the armature form add menu it's working what is the problem i never track it please help me sir it will help me a lot please
I have a problem with the greasepencil: I want to use the step option in the noise modifier, for example 4, but the noise/lineart still moves every frame?
I noticed that too. It seems that if you have animation on your object, it will make it move every frame. I guess you have to bake it and manually remove keyframes...
Tey to bake it at 12 fps frame step 2.
I baked all of my line art in a model that is so sluggish in the viewport as to be unusable, but it made zero difference in the viewport interactiveness.
Maybe the modifier is still enabled?
@@BlenderSecrets I tried disabling the modifiers but the line art all vanished from visibility when I did that. I thought baking the line art should stop the need to calculate, but apparently not.
@@BlenderSecrets Another thing I am finding is that Blender 4.1 crashes when I bake the line art.
Sanpei's hat! 😄
Your recent Japan trip and visit on Ghibli's museum must have inspired you a lot. 😀
Interesting, I don't know that character! It's based on the hat from a character in a very popular anime though :-)
@@BlenderSecrets Yes, One Piece but I hate it, so I prefer thinking about that older anime instead. 😄
@@pile333 I personally hate that anime too
Mugiwara