Comic Shading using the Compositor in Blender

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • In this tutorial, I'll show you how to set up render passes in order to create a toon-shaded render through the compositor. No fancy toon materials here! Download working and finished files here: / comic-shading-24918102

ความคิดเห็น • 34

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 4 ปีที่แล้ว

    11:00 If you’re talking about the sharpness of the shadows, that can be controlled by setting the size of the light source. You can get sharp shadows with any of the point, spot and sun lamps. Probably area as well, if you set the area really small, which probably defeats the point. ;)

    • @PCaggegi
      @PCaggegi  4 ปีที่แล้ว

      Yes, you could. I've found this to be a lot of tweaking however, and creates complex shadow maps when a single light gives a much cleaner toon style effect for a demonstration.

  • @gost6423
    @gost6423 4 หลายเดือนก่อน

    Thank you for the excellent info! I am wondering is there a replacement for the shadow pass for blender 4.0+

  • @vishal3336
    @vishal3336 ปีที่แล้ว

    Can we do Same with image texture instead of diffuse shader while adding image texture on some objects?

  • @selimincegoz3267
    @selimincegoz3267 5 ปีที่แล้ว

    Really love that! You are Awesome :) i wasn't evden know what is compositor

  • @yeshey5443
    @yeshey5443 5 ปีที่แล้ว +1

    Yes it's here!
    Hm Hm, a lot of information, now I understand the compositor a little better, hm hm, each day I'm closer to understanding and being able to do a node tree such as th-cam.com/video/pStNSM_h_LY/w-d-xo.html *_Nod_* *_Nod_*
    Now I just need (time, and) to figure out how to use ambient occlusion and shadow information as masks, and mess around with all kinds of freestyle modifiers.
    In all seriousness tho, have I told you how clear and good your teaching is? Thanks
    There's a Sun Beams node?! Whaaaa... That's new

  • @TheFerruccio
    @TheFerruccio 5 ปีที่แล้ว +2

    excellent tutorial! This is giving me ideas on how to incorporate some various modifiers with freestyle and "along stroke" for some hand-drawn animation purposes! :D

  • @GustavObermeyer1889
    @GustavObermeyer1889 3 ปีที่แล้ว

    Clever but I used Eevee

  • @arjunjanakiram8690
    @arjunjanakiram8690 5 ปีที่แล้ว +1

    Great Refresher. Saved my life yet again Paul Cageggi :)

  • @xavierb1431
    @xavierb1431 5 ปีที่แล้ว +1

    Mate what a fantastic tutorial, not only a great technique to use but also a really informative demonstration of the capabilities of the compositor.

  • @ChippWalters
    @ChippWalters 5 ปีที่แล้ว +1

    Great job👍

  • @mjdollarmaster2535
    @mjdollarmaster2535 3 ปีที่แล้ว

    after doing this will I be able to import it to a game engine like Unity or Roblox studio with the cell shading still there?

  • @max_nadolny
    @max_nadolny 4 ปีที่แล้ว +1

    Perfect tutorial! In 2.81 there is the new intel denoiser, which works much better. It's better to use it instead of the old embedded denoiser.

    • @PCaggegi
      @PCaggegi  4 ปีที่แล้ว

      Totally. Also I am loving cryptomattes for outlining. More on that in the new year

  • @berniewiemers728
    @berniewiemers728 4 ปีที่แล้ว +1

    Hi Paul,
    You have created yet another awesome tutorial. I enjoyed every moment of it. What sort of graphics / render settings would you recommend if you were going to take a rendered image for publication in a comic or graphic novel? This could be another tutorial idea.

    • @PCaggegi
      @PCaggegi  4 ปีที่แล้ว

      Hey Bernie, yes that could be a good quick tip! Basically, whatever the pixel equivalent for the dpi of the panel you have to render - that's your resolution.

  • @ylhameresov9492
    @ylhameresov9492 5 ปีที่แล้ว +1

    Nice tutorial,thanks a lot!

  • @抗鐵74
    @抗鐵74 5 ปีที่แล้ว +2

    很棒得教學,讚 !

  • @brightwanderings
    @brightwanderings 4 ปีที่แล้ว

    Well this was an absolute revelation... out of interest, is it actually better to use the individual Diffuse/Glossy shaders for this style rather than the Principled BSDF? Or does this video just pre-date Principled?

    • @PCaggegi
      @PCaggegi  4 ปีที่แล้ว +1

      It... might predate principled? I am literally editing an update right now. Quick version: whatever pass can carry a color channel - use that for a color pass. Emission will most likely carry everything so you have to find a secondary way to do glows. I recommend using a bloom pass.

  • @miguelbieler
    @miguelbieler ปีที่แล้ว

    Hey, is there a way to do this in 3.6? It seems like the shadow pass you're using has been removed

    • @PCaggegi
      @PCaggegi  11 หลายเดือนก่อน +1

      Thanks for the heads up! If I get time I'll try and update this, and with 4.0 around the corner it makes alot of good sense.

  • @robertao7564
    @robertao7564 ปีที่แล้ว

    Your Patreon does not work.

    • @PCaggegi
      @PCaggegi  ปีที่แล้ว

      Hi Roberto, yeah I have since cancelled the Patreon channel as I got too much paid work and couldn't keep up creating exclusive content

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 4 ปีที่แล้ว

    Very instructive, thanks.

  • @integragemi7234
    @integragemi7234 3 ปีที่แล้ว

    epic cool, i only changed the part were you make outline by separate outlines by channels

    • @PCaggegi
      @PCaggegi  3 ปีที่แล้ว +1

      Nice!

    • @integragemi7234
      @integragemi7234 3 ปีที่แล้ว

      @@PCaggegi yepthanks for tutorial was so perfect, Outline part were changed due to blender 3.0 new feature grease pencil as outlines for cycles or evee. You can change outlines sizes. Style or colours.

  • @sechs6
    @sechs6 5 ปีที่แล้ว

    Have you tried the last version of Zbrush? They have added an interesting NPR render in the software.
    Actually it was already there but now is more user friendly.

    • @PCaggegi
      @PCaggegi  5 ปีที่แล้ว

      No I haven't! Looks great tho.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 4 ปีที่แล้ว

    20:02 Another option might have been to separate out those overhead lights into their own view layer.

    • @PCaggegi
      @PCaggegi  4 ปีที่แล้ว

      There are other options still: create a material or Object index, separate out just the lights, and composite that way. For a still, where the object shares the same material as other objects in the scene, masking seemed to be an easy enough solution, and this also teaches people who are no familiar with the compositor about masking.

  • @AmandaJeansComics
    @AmandaJeansComics 5 ปีที่แล้ว

    Brilliant

  • @LeonardoNascimentoDesenhista
    @LeonardoNascimentoDesenhista 5 ปีที่แล้ว

    Great!