tutorial for anyone having a hard time finding the textures, open Crafty Asset Pack blend file than go to file>external data>unpack resources than i think its the first option they will give you, a folder will be created where that blend file is called "textures" and that's it enjoy.
For Eevee users: in the Outline material, you don't need the second Mix Shader that uses the Geometry: Backfacing as the factor. You do have to go to the Material tab, Settings drop down at the bottom, and check Backface Culling, then set Blend Mode to Alpha Blend, and Shadow Mode to None.
That helped me so much, thank you! for me it was under "viewport display" then do what you said (and idk if it was checked at the beginning but uncheck "show backface" if you can suddenly look through your model)
3 mins in and i may have a tip for you. if you want to keep the positions of the voronoi and just affect the edges the "linear light" blend mode works quite well
Instead of using two Mix Shader nodes for the outline, you could simply take the Is Shadow Ray and Backfacing outputs and combine them in a Math node either set to Add or Maximum and use the result as factor for a single Mix Shader.
wow, i particularly like how you generate the outline using a second material and solidify modifier to shade the flipped normals. i've never seen anyone use a technique like that before. it's *really* clever.
Absolutely fantastic tutorial, thank you so much for making this! I've been looking for a tutorial like this for a long time. Very minor side note: It's pronounced "voro-NOY" not "voro-NEE"
I'm struggling with this too. Well, it hasn't made the WHOLE model black but I definitely have black outlines and the Base Color doesn't affect anything. Anybody find a solution? [EDIT] OK, I switched from EEVEE to Cycles and that helped. Then I messed with the black/white Color Ramp connected to the Principaled BSDF's Alpha slot. It's not black anymore but the material applied after Solidify is visible on top of my base mesh, meaning that while I have the outlines I also have a red Noise map projected on top of my object. I have Backface Culling turned on in both the primary and outline materials' Viewport Display > Settings and have selected Flip under the Normals section of the Solidify modifier. I dunno... this tutorial definitely didn't work for me.
I had the same problem as well, seems like I didn't realize that I am using the translucent BSDF instead of the transparent BSDF, so I changed it and it worked. Since sometimes when we try to search for transparent BSDF, we write "trans..." and directly press enter, and turns out we accidentally pressed the translucent one. Try to check yours. Hope that's the problem for you.
Hi, awesome video! I´ve got a cool result here, thanks for teaching it! I just couldn´t find those free png files, they aren´t included on the zip, but i could use the tips on the other videos you-ve linked and it wnt great as well. Thank You so Much, that painterly was fun!!
I thought the same at first, to get those pngs, link the asset browser to the blend file and import the 4k paint brush texture (it was pink ig) and then you will have the files imported in your model too. Hope this helps
Hi thanks for this interesting tutorial. What's your lighting setup here and where did you get that model? I'm trying to matchup what I'm seeing with what I'm getting and having trouble. Do you have this test scene as a download somewhere?
Love the tutorial! :D Is there a place where we can download this file so we can understand better the whole process? I´d love to have it. Thanks for this amazing tutorial!
This doesn't work for animations. When you start animating (even simple rotation), the normal map gets tangled up. The problem stems from the position socket in the voronoi texture. Does anyone know a fix or workaround?
@@dirtiestharry6551 Hey! Sorry i know its been a while but i noticed you baked the textures and I am having an issue. The baked results looks quite different to the shader. Did you find this too? I am baking the correctly way but maybe this shader setup needs something extra to work
I'm just starting out so do with this wat u will but I had the same issue with a bevel mod not working on a cylinder I turned into a hat. But when I added another cylinder the mod worked fine... so worst case u can likely restart and it'll work 🙃🙃 P.s. if u find a better work around lemme know
sometimes the skipping moments are confusing. im new to blender, like 10 days, and i have no idea what is happening, when you skip time. 2:27 for example
Very nice ! One limitation : doesn't work for flat surfaces. In my case for a cylinder, you only get variations along the rotation, and no variations along the height of the cylinder. Plus both ends of the cylinder. I think it's because the voronoi texture is based on the initial normal, which only changes along the rotation and not the height. Any thought how to have voronoi cell on flat surfaces, or on 1-dimensional curvature ?
If I have a character, with different materials, the body, the eye, ears, etc., and I want to add that painting effect, do I have to do it with each part of the material? Like the body, ears, etc., or does that effect apply to everything?
VERY NICE, I LIKE. Is there a way to make this work in realtime in Eevee? I notice that when you plug the normal map and voronoi texture into the mix, the result doesn't move with the light. Is there a way to put the normal map node after the mix to make it behave more realistically?
@@SouthernShotty No worries at all. When I playback my recorded voice I always find crutch words, maybe that's why I'm aware of it; keep up the great work 👍
I have absoloutly no idea why mine is not working, I am assuming the object's shape is an issue, but I can't figure out why. I'm using a pillow shaped object and its really not complicated, its medium topology with super simple smooth shapes. I used the mirror modifier but I applied it long before all of this and recaclc normals, apply all transforms and resmoothed, i am so confused why it breaks where the mirror sat and why the brush strokes aren't being applied and why i can't preview it like you do. Mine has no color when I preview it and the image textures are non existant. I rewatched three times and its identical setup to yours. I am using cycles, I am in rendered mode and in material preview mode, I have used nodes before a lot so I'm not a beginner either. I really think its some bug or I'm being stupid! I am using blender 4.2 if that has anything to do with it :'D
Is it possible to directly use a shader with a toon effect created in Blender within Unity, or do I need to recreate it entirely in Unity? For example, if I achieve a good look in Blender, can I convert it to a texture and expect it to look the same in Unity?
First of all thank you for making this, the materials look amazing! I have a problem with the outline material. It's going over all of my model, it's like the material offset on the solidify modifier isn't working. I am using Blender 4.1, Cycles, I'm in rendered display, and have checked many times that my materials are the same as his. I have the two materials where Outline is the second one and material offset on Solidify is set to 1, same as in the video. I've tried to change that number as well, but it changes nothing for me. If anyone has an idea to what is wrong I would love to know!
@@dragoncraft010 I ended up removing the material slot for the outline mat and assigning it again. I had remade it a few times, but it didn't occur to me at first that I should probably remove the whole thing. Not sure why, but it worked for me after doing that!
If I wanted to use my own brush textures, how do you create the normal map of the brush like you have done? I wanted to take some brushes I use in procreate.
There's websites like SmartNormal or NormalMapOnline that automate this process which isn't always as accurate as you'd want but they do a pretty good job
hello. I need some help. With primitives I can do this tutorial but when I modify the primitive the normals break and the effect is useless. How can I fix the normals after modifying the primitives? Thanks
@@SouthernShotty What is it labeled because I'm not seeing it from the blendermarket downloads. i see paint-(metal, scratched, grunge, model, brush, wood puppet)
Hello. I followed this tutorial and the result is perfect. But whenever I bake the diffuse/roughness/normal map. The baked result is very different. Has anyone else come across this problem?
great tutorial to follow 1on1 but for a newbie like me i started using blender mainly for this effect but i have no idea what each of these nodes do. I you could make a longer version with examples of each nodes and how they work with each other, I would love that. basically a beginner friendly tutorial. I would love to use these effects on robots or background stuff for my 2d animations but blender is so much to learn and stuff idk what it does
I don't know what's going on, but the moment I rotate my object I start seeing a weird flat-shaded effect on my mesh even though it is set to smooth shading. Has something to do with directly using the position data out of the voronoi node.
tutorial for anyone having a hard time finding the textures, open Crafty Asset Pack blend file than go to file>external data>unpack resources than i think its the first option they will give you, a folder will be created where that blend file is called "textures" and that's it enjoy.
Thanks!
you are a caring individual , thank you for your help !
THIS COMMENT!! THANKYOU!
bless you
If you can't click "unpack resources" just click on the ✔ in box next to "Automatically pack ressources" right above.
For Eevee users: in the Outline material, you don't need the second Mix Shader that uses the Geometry: Backfacing as the factor. You do have to go to the Material tab, Settings drop down at the bottom, and check Backface Culling, then set Blend Mode to Alpha Blend, and Shadow Mode to None.
That helped me so much, thank you!
for me it was under "viewport display" then do what you said (and idk if it was checked at the beginning but uncheck "show backface" if you can suddenly look through your model)
You are the best!
Thanks. I couldn’t find it about hour
I LOVE U
it took me months to figure out how to do this, and now everyone is doing tutorials. even the blender studios is doing it.
Ikr 😂 same here. must be the influence of arcane , spiderverse and all that
I remember using blender in middle school but holy shit has it upgraded so much. jeez, that's so fucking cool how well developed it got.
wow! i saw many tutorials on youtube how to make any materials but your tutorial and material is best!
Another great tutorial as always! 💪
Thanks!
3 mins in and i may have a tip for you. if you want to keep the positions of the voronoi and just affect the edges the "linear light" blend mode works quite well
This honestly helped get me out of a creative rut. Great tutorial! Thank you!!!
Excellent tutorial dude! I was able to approximately replicate this in Unity to a pretty decent effect
Dude this literally helped me kick start my school project. Thank you so much!
this is just simple tutorial but i learn many thing from this video, ty so much :D
this is surprisingly easy! i would have believed it to be really difficult lol
You are the one who makes a world a better place
Thank you!
Instead of using two Mix Shader nodes for the outline, you could simply take the Is Shadow Ray and Backfacing outputs and combine them in a Math node either set to Add or Maximum and use the result as factor for a single Mix Shader.
Exactly what I was looking for. Thanks a lot!
you sound so much like adam scott its crazy. Stayed for that but glad the tutorial was just what i needed too :)
This is great! Thank you so much for your contents!
Thank you for this amazing tutorial and video, made my day! I was looking for exactly this :)
The best Tutorial
Finally shotty did it . 🎉
Cant wait to put this on my characters, thanks!
thank you so much for this tutorial, it was a big help and very easy to follow
insanely good
this looks fantastic. thank you.
wow, i particularly like how you generate the outline using a second material and solidify modifier to shade the flipped normals. i've never seen anyone use a technique like that before. it's *really* clever.
Absolutely fantastic tutorial, thank you so much for making this! I've been looking for a tutorial like this for a long time. Very minor side note: It's pronounced "voro-NOY" not "voro-NEE"
Beautiful!
This is going to be awsome 🙌! Thank you 🙏
Thank you very much! You are the best!
Thank you very much. Helped me a lot.
Thank you for the tutorial! That's amazing!
Great tutorial man
so incredible, heck yes
Thank you so much for this amazing Tutorial!
the outline nodes step at the end just made my whole model black
me too. did u end up finding a solution?
are you in cycles?
me too. have u guys found any solution?
I'm struggling with this too. Well, it hasn't made the WHOLE model black but I definitely have black outlines and the Base Color doesn't affect anything. Anybody find a solution?
[EDIT] OK, I switched from EEVEE to Cycles and that helped. Then I messed with the black/white Color Ramp connected to the Principaled BSDF's Alpha slot. It's not black anymore but the material applied after Solidify is visible on top of my base mesh, meaning that while I have the outlines I also have a red Noise map projected on top of my object. I have Backface Culling turned on in both the primary and outline materials' Viewport Display > Settings and have selected Flip under the Normals section of the Solidify modifier. I dunno... this tutorial definitely didn't work for me.
I had the same problem as well, seems like I didn't realize that I am using the translucent BSDF instead of the transparent BSDF, so I changed it and it worked. Since sometimes when we try to search for transparent BSDF, we write "trans..." and directly press enter, and turns out we accidentally pressed the translucent one. Try to check yours. Hope that's the problem for you.
Awesome tutorial, thanks ❤🎉
thanks for the great tutorial and resources!
Great tutorial, thx for this one
Hi, awesome video! I´ve got a cool result here, thanks for teaching it! I just couldn´t find those free png files, they aren´t included on the zip, but i could use the tips on the other videos you-ve linked and it wnt great as well. Thank You so Much, that painterly was fun!!
I thought the same at first, to get those pngs, link the asset browser to the blend file and import the 4k paint brush texture (it was pink ig) and then you will have the files imported in your model too. Hope this helps
@@143a69 Hey Thank You, im gonna try this way🙏
@@143a69 now i'm even more confused, link the asset browser to the blend file? what? can you explain it better?
@@AndroChimera your other comment saved me here lol, thank you
🙌🏾💜thanks brother, the old tutorials were so long & confusing: This is great, concise and easy to follow
Incredible channel! you have a new follower and a like.
Fantastic!
Hi thanks for this interesting tutorial. What's your lighting setup here and where did you get that model? I'm trying to matchup what I'm seeing with what I'm getting and having trouble. Do you have this test scene as a download somewhere?
not really understand what happend from 9:45 ... :D how you can apply material to modifier or fliped normals.. where is magic?
You are very polite and honest, thank you for your help 💪
"We're gonna go ahead"x800000
Love the tutorial! :D Is there a place where we can download this file so we can understand better the whole process? I´d love to have it. Thanks for this amazing tutorial!
Excellent tutorial! Can't wait to use it in the future (but like, sir... it's vo-ro-noy, not vo-ro-nee)
i cant find the brushes png in the link provided
This doesn't work for animations. When you start animating (even simple rotation), the normal map gets tangled up. The problem stems from the position socket in the voronoi texture. Does anyone know a fix or workaround?
Same here... Normal map does not work well when objects starts rotating. Hoping there's way to fix it...
@@KYRAP17 I ended up baking textures, still looks great imo
@@dirtiestharry6551 Hey! Sorry i know its been a while but i noticed you baked the textures and I am having an issue. The baked results looks quite different to the shader. Did you find this too? I am baking the correctly way but maybe this shader setup needs something extra to work
very cool and easy to reproduce!
Dude I was JUST trying to find out a way to do this thank you so much
instead of Spider-verse, this gives TMNT Mutant mayhem vibes, i mean they used painterly style
So damn cool tip, easy to understand.
blender added a new add on called "brushstroke tool" hope you give us a tutorial on that one too!
THANK YOU !!!!
how did u make that preview area on the right? mine doesnt change when I add nodes.
I am in my Rendered viewport shading + Cycles Render Engine
I'm just starting out so do with this wat u will but I had the same issue with a bevel mod not working on a cylinder I turned into a hat. But when I added another cylinder the mod worked fine... so worst case u can likely restart and it'll work 🙃🙃
P.s. if u find a better work around lemme know
@찬-n5o found out wat it was. Gotta click "apply" in the drop-down list of the mod.
where can i find those png files with brushes. I dont see them...
reminds me of Slime Rancher, very cool effect!
i wonder how do you do it with a drawn texture
You rock!
Where can I find the Paint-Brush Normal map ?
sometimes the skipping moments are confusing. im new to blender, like 10 days, and i have no idea what is happening, when you skip time. 2:27 for example
Very nice ! One limitation : doesn't work for flat surfaces. In my case for a cylinder, you only get variations along the rotation, and no variations along the height of the cylinder. Plus both ends of the cylinder.
I think it's because the voronoi texture is based on the initial normal, which only changes along the rotation and not the height.
Any thought how to have voronoi cell on flat surfaces, or on 1-dimensional curvature ?
If you uv unwrap and change to uv input it could work better
@@SouthernShotty I'm not fond of uv unwrapping, but thanks a lot for the tip :) I appreciate it !
What I've found is you can set the object with flat surfaces to shade smooth but it could seems a little janky
If I have a character, with different materials, the body, the eye, ears, etc., and I want to add that painting effect, do I have to do it with each part of the material? Like the body, ears, etc., or does that effect apply to everything?
I get very weird splotchy shadows in darker areas after using outline material... What could I have done wrong?
VERY NICE, I LIKE. Is there a way to make this work in realtime in Eevee? I notice that when you plug the normal map and voronoi texture into the mix, the result doesn't move with the light. Is there a way to put the normal map node after the mix to make it behave more realistically?
Great tutorial.
Just something you might want to make note of, I lost count of how many times you said 'go ahead' but it was a lot 😂
Sorry about that
there's something uniquely American about this. other people from the US on YT do it too.
@@SouthernShotty No worries at all. When I playback my recorded voice I always find crutch words, maybe that's why I'm aware of it; keep up the great work 👍
29! roughly 1 'go ahead' every 24s.
OMG!! this is beautiful!!! would this material work if i were to import this into unreal engine??
I love you
#notificationgang Love your videos!
I LOVE YOUU
At the start if the tutorial when i plug in the voronoi texture to the bsdf nothing on my model changes? No faceted look nothing any help here?
when i plug the voronoi into the texture coord it just becomes basic rectagular shaped and not the expected polyagonal look. help?
The way he says Voronoi stresses me out xD
I had a teacher once, (in the primordial sea of home computers) that used to say 'pixels' as 'pi-SHELLS'... haha
I know right? it's voronoi not veroni
Awesome tutorial and channel!!!..By chance is this project scene included on your patreon platform?
I have absoloutly no idea why mine is not working, I am assuming the object's shape is an issue, but I can't figure out why. I'm using a pillow shaped object and its really not complicated, its medium topology with super simple smooth shapes. I used the mirror modifier but I applied it long before all of this and recaclc normals, apply all transforms and resmoothed, i am so confused why it breaks where the mirror sat and why the brush strokes aren't being applied and why i can't preview it like you do. Mine has no color when I preview it and the image textures are non existant. I rewatched three times and its identical setup to yours. I am using cycles, I am in rendered mode and in material preview mode, I have used nodes before a lot so I'm not a beginner either. I really think its some bug or I'm being stupid!
I am using blender 4.2 if that has anything to do with it :'D
Is this project file on Patreon? I didn't see it. Love to take a look, seen as I can't seem to match it.
Is it possible to directly use a shader with a toon effect created in Blender within Unity, or do I need to recreate it entirely in Unity? For example, if I achieve a good look in Blender, can I convert it to a texture and expect it to look the same in Unity?
First of all thank you for making this, the materials look amazing! I have a problem with the outline material. It's going over all of my model, it's like the material offset on the solidify modifier isn't working. I am using Blender 4.1, Cycles, I'm in rendered display, and have checked many times that my materials are the same as his. I have the two materials where Outline is the second one and material offset on Solidify is set to 1, same as in the video. I've tried to change that number as well, but it changes nothing for me. If anyone has an idea to what is wrong I would love to know!
I use backface culling and alpha blend on mine
@@dragoncraft010 I ended up removing the material slot for the outline mat and assigning it again. I had remade it a few times, but it didn't occur to me at first that I should probably remove the whole thing. Not sure why, but it worked for me after doing that!
If I wanted to use my own brush textures, how do you create the normal map of the brush like you have done? I wanted to take some brushes I use in procreate.
There's websites like SmartNormal or NormalMapOnline that automate this process which isn't always as accurate as you'd want but they do a pretty good job
so we need to purchase the painterly maps to continue this tutorial?
I don't see the brush strokes download link. Thanks for the tutorial.
same here, you just have to search it by yourself. its not stroks is normal maps
@@haha3843 Not sure I understand what you mean but thanks for helping.
to do this in unreal, is it easier to make this shader in blender and bake, then export, or just do the shader in unreal engine?
I'd just use unreal. Their node-based shader editor is miles ahead of blender's.
While you could do it in their material editor baking down everything that's done before the outline / displacement step would be more performant.
Hello! is it normal for the outline material affect some coloration to main material? Basically it gets darker if I set outline to darker colors.
I was wondering if there’s a way to export this to another render or sketchfab or is limited for blender ?
hello. I need some help. With primitives I can do this tutorial but when I modify the primitive the normals break and the effect is useless. How can I fix the normals after modifying the primitives? Thanks
Where should I put my image texture if I wanna use texture paint?
is this a material in the asset pack or we have to still build it because I'm not seeing it
the paint material in the free sample pack or also in the paid pack
@@SouthernShotty What is it labeled because I'm not seeing it from the blendermarket downloads. i see paint-(metal, scratched, grunge, model, brush, wood puppet)
@@josepht1575 i was in the same situation as you, go to the shader editor, select a material and search the image and unpack!.
@@josepht1575 i was having the same issue i realised that you had to unpack the blend file to access the textures
As an Unreal user my question is, would this texture work outside of blender when we export the model?
Any updates on this? Also looking at exporting into a game engine
What would be the best way to import this to ue5?
I feel ILLEGAL by watching this for FREE
is it normal for objects to become darker after outline?
Hello. I followed this tutorial and the result is perfect. But whenever I bake the diffuse/roughness/normal map. The baked result is very different. Has anyone else come across this problem?
can you add this filter to objects with more then one color?
How do you so it with an already textured model
You can't
Is there a way to save the geo nodes so I don’t have to do this for every single model I work on ?
Nice
Yo, I cant find the paint brush pngs in the crafty asset pack. Was it removed?
Unpack the files from blender and you'll see all the png files
great tutorial to follow 1on1 but for a newbie like me i started using blender mainly for this effect but i have no idea what each of these nodes do. I you could make a longer version with examples of each nodes and how they work with each other, I would love that. basically a beginner friendly tutorial. I would love to use these effects on robots or background stuff for my 2d animations but blender is so much to learn and stuff idk what it does
I don't know what's going on, but the moment I rotate my object I start seeing a weird flat-shaded effect on my mesh even though it is set to smooth shading. Has something to do with directly using the position data out of the voronoi node.