Soooo....your blend file just uses a GooEngineToon node which seems to cut out all of the other nodes you showed us here...is it just better to use the Goo Engine Toon node?
I tried combining it with a glossy bsdf with value 0.200 to add a shine region. Though the color values you have to take are very minimal otherwise the shine saturation is too bright.
I recommend that you prefix all your custom nodes with “goo_” so people watching random tutorials in the future realize that they aren’t Blender’s nodes.
Timestamps: 0:00 Intro to Toon Shading 1:38 Creating a Basic Default Toon Shader 4:28 Why It's Better to Have More Control Over Shadow Colors 6:07 Quick Tip: Make Sure Color Management Is in Standard 6:40 Limitations of Default Toon Shader 7:36 Re-creating Toon Shader with Goo Engine Nodes 8:04 Shader Info Node Layers 9:00 Combining Layers with Blending Modes 10:17 Comparing the Default Toon Shader with Goo Toon Shader 11:16 Add Color Ramp and Colors 12:33 Textures 13:33 Quick Tip: Fixing Jagged Shadows in Eevee 14:30 Yae Miko Render Preview 15:29 Rim Lighting with Goo Curvature Node 17:46 Quick Tip: Adding Color to Diffuse Shader 18:35 Conclusion
Do you plan on making a guide on how to create anime style environments, like in the "Unspoken Letters" animation you made? I would love to learn how to create renders that look like that.
I have been playing around with the MMD files from Bilibili in Blender too, but I find that the characters don't look good in Blender's default shading unless I am photoshopping them into realistic shaded games or real life. Thanks for the tutorial!
this is a bit of a random question but in base blender 3.0 i was frustrated that blender makes shader to rgb nodes disable screen space reflections entirely on a shader, which is absolutely frustrating for me wanting subtle ambient reflections on cel-shaded objects. there a chance of you guys changing this on your build? or like as a toggle? since it's npr focused and all that, or is it a performance problem
So is there a way to make transparent image textures transparent on the meshes? I'm asking this because this is absolutely necessary for things like VRoid models which have alpha in certain textures.
yea I had the same problem since I'm a beginner but with the help of a youtuber, who uses vroid models with the goo engine and copilot I could find out on how to use this toon shader on vroid models. You build the shader like he does to the part with the color ramp. You connect the color ramp with a color mix (factor), at the same time the Main Texture(color) (before you start to built the shader, you can delete everything but the main texture) goes into a color multiply (A), then the Main Texture (color) also goes into the the Color Mix (A) and the multiply from before also goes into the color Mix (B). Then you need a Transparent BSDF (Which doesn't use the input, only the output) which goes into a Mix Shader (first Shadert Input), the Color Mix goes into Mix shader (second Shader Input) and finally the Main Texture (Alpha) goes into Fac from the Mix shader. Then you only have to connect the Mix Shader with a Material Output - DONE! If you wanna have a Rim light as well, then let a Curvature Note go into the color dodge (B) and let the Color MIx go into the color dodge (A) before the color dodge then goes into the Mix Shader (second Shader input) - DONE Hope it helps, I needed 2 straight days to get it to work....💀, but well I'm still a beginner
I have Blender and due to signal issues, I probably won't be able to download it. So, I am very thankful for your initial Blender tutorial, I will give it a shot.😁
I have a question about this - the scene rim seems to include everything in the scene, so if your character is in an environment, the rimlight will just go away. Are you somehow rendering your character as a seperate layer at the end? I don't understand how to incorporate this into an actual render.
I know this probably isn't the answer you're looking for, but it will work. Festivity's Genshin Shader for Blender has a separate geometry node group setup with a customizable shader for outlining. It has way more control than the basic rip light setup you see in this video and you can even control the individual colors/size of the rim light on a per material basis. However, the actual shader can't be fully utilized unless you learn how to recreate the correct light maps, shadow maps, etc. from the original genshin model file rips, but you might find a feature or two you'd want to incorporate into your shader.
crazy good features...thx ..questions me why the geometry offset feature come in b3.0 is not Wirkung for you or is it a artist choice in goo to controlled from the shader node side...
Thanks so much Professor! For future lessons. can you kind of give us some basics on the differences on the tweaks you would make for the shader for skin versus what you would do for hard surface and what adjustments you would have to do to create a anime night or day style interior or exterior scene?
ปีที่แล้ว
Damn this motion tracking is so good, i see so much rig on your model. Can you please share what programm you use for tracking?
idk if it was done already, but do you think that at some point you could update the Goo Engine so that we can use individual linked light groups as nodes within the Shader Editor? Would be cool for more complex toon lighting shader setups.
HYE, great product. could you please make a tutorial of how you shade an anime model, like your avatar or animations? i still don't know how to use your product, but I understand how it works.
My shader doesn't seem to look the same as in the tutorial. I don't know how or why, but the cast shadows still has alot of terminators on it even if I try to disable the self shadows. Aside from that, whenever the cast or self shadows are enabled, the shadows seems to have like soft shadow artifacts on it, yet if I disable soft shadows on the render settings, the shadows become very jagged and blocky Does anyone have a solution to this?
I want to use genshin models in blender as a base so I can figure out how characters animation works. I cant read bilibili since its in Chinese. any guidance?
@@MIGHTYSPIDEY89 thanks for the reply, actually I know the methods you mention. But I don't Satisfy on the result & the workflow. I got a best result by using blender line node branch (something like goo engine did), but the author have not maintenance anymore (latest V2.93) And I tried using the Goo's screen space depth to make the same outline effect, hmm ...just not good enough and just wish a offical tutorial for reference 😅
I think this needs to be updated. I have goo engine 3.4 and those mix color nodes aren't there and the new mix nodes added don't seem to do the same thing.
Can i install goo blender seperatly on my pc so i have 2 blenders? Dont want to tinker too much with the main one (im a noob and i will screw stuff up if i do)
@@LiminalQueenMedia For example, the cel-shader of Zelda Breath of the Wild could be achieved, that multiple light sources work correctly like the toon shader of blender 2.79
He probably rigged the toon, and is using some facial motion capture device. I know of some that use your phone to do that. Rokoko has some facial hardware for that as well.
It's his VTuber model. Some programs like VeeSeeFace and etc. can use a camera with good lighting to make the model match up with your facial expressions.
yes there is.. he literally shows u .. but if u are trying to make an outline + rimlight u are gonna have to be a little fancy with it. but it can be done
downloaded the sample all light blue if i adjust the color ramp i can get the color to switch but its either all color a or all color b no 2 tone or toon effect happens no matter what i do
You can get the toon shader file here! dillongoo.gumroad.com/l/gooenginetoonshader
Goo Engine if you don't already have it: gooengine.org
thank you so much i am makeing a anime hack and slash mobile game and this wthat i need thank you
Soooo....your blend file just uses a GooEngineToon node which seems to cut out all of the other nodes you showed us here...is it just better to use the Goo Engine Toon node?
I tried combining it with a glossy bsdf with value 0.200 to add a shine region. Though the color values you have to take are very minimal otherwise the shine saturation is too bright.
I recommend that you prefix all your custom nodes with “goo_” so people watching random tutorials in the future realize that they aren’t Blender’s nodes.
Took me like 15 minutes to realize Shader Info does not even exist in blender 🤦♂
Timestamps:
0:00 Intro to Toon Shading
1:38 Creating a Basic Default Toon Shader
4:28 Why It's Better to Have More Control Over Shadow Colors
6:07 Quick Tip: Make Sure Color Management Is in Standard
6:40 Limitations of Default Toon Shader
7:36 Re-creating Toon Shader with Goo Engine Nodes
8:04 Shader Info Node Layers
9:00 Combining Layers with Blending Modes
10:17 Comparing the Default Toon Shader with Goo Toon Shader
11:16 Add Color Ramp and Colors
12:33 Textures
13:33 Quick Tip: Fixing Jagged Shadows in Eevee
14:30 Yae Miko Render Preview
15:29 Rim Lighting with Goo Curvature Node
17:46 Quick Tip: Adding Color to Diffuse Shader
18:35 Conclusion
Do you plan on making a guide on how to create anime style environments, like in the "Unspoken Letters" animation you made? I would love to learn how to create renders that look like that.
Push :)
How he do this green head animation?
@@deva_771 vroid/vrm avatar as for vtubers
@@sagizm0nd 🙏
Yes please
yt has finally blessed me with a tutorial series I was looking for
I am most pleased that Dillon Goo likes Genshin Impact too.
I'm waiting for him to join the Honkai Star Rail bandwagon.
Your shader is outstanding. Thank you for that.
I have been playing around with the MMD files from Bilibili in Blender too, but I find that the characters don't look good in Blender's default shading unless I am photoshopping them into realistic shaded games or real life. Thanks for the tutorial!
Thank you so much for this, Professor Goo! I can't wait to see what's coming next.
Thank you for SHARING . Very Well Explained
I'm so excited for this blender build! The results are so awesome!
I use C4D and it works thank you for breaking it down
YES! Thank you!
Can't wait for my work to finish I'd love to try this out as soon as I can haha
Do we connect it to UV or Generated? Or just leave it? You are the BEST TOON SHADING BLENDER TH-camR EVER!!!
Crazy how this was exactly what I needed! AHHHH! Thanks so much for this!
this is a bit of a random question but in base blender 3.0 i was frustrated that blender makes shader to rgb nodes disable screen space reflections entirely on a shader, which is absolutely frustrating for me wanting subtle ambient reflections on cel-shaded objects.
there a chance of you guys changing this on your build? or like as a toggle? since it's npr focused and all that, or is it a performance problem
Are there any plans to make integrate this into blender official as a new engine along side eevee and cycles?
Do you plan to do a tutorial on making/modeling characters, like how you made the ones in your cyberkatsu and The Antivirus animatons?
Thanks sensei
So is there a way to make transparent image textures transparent on the meshes? I'm asking this because this is absolutely necessary for things like VRoid models which have alpha in certain textures.
yea I had the same problem since I'm a beginner but with the help of a youtuber, who uses vroid models with the goo engine and copilot I could find out on how to use this toon shader on vroid models. You build the shader like he does to the part with the color ramp. You connect the color ramp with a color mix (factor), at the same time the Main Texture(color) (before you start to built the shader, you can delete everything but the main texture) goes into a color multiply (A), then the Main Texture (color) also goes into the the Color Mix (A) and the multiply from before also goes into the color Mix (B). Then you need a Transparent BSDF (Which doesn't use the input, only the output) which goes into a Mix Shader (first Shadert Input), the Color Mix goes into Mix shader (second Shader Input) and finally the Main Texture (Alpha) goes into Fac from the Mix shader. Then you only have to connect the Mix Shader with a Material Output - DONE!
If you wanna have a Rim light as well, then let a Curvature Note go into the color dodge (B) and let the Color MIx go into the color dodge (A) before the color dodge then goes into the Mix Shader (second Shader input) - DONE
Hope it helps, I needed 2 straight days to get it to work....💀, but well I'm still a beginner
I'm stoked to play around with the Goo Engine.
Do I need to have good topology for this? Or is it just kinda “whatever”?
I have Blender and due to signal issues, I probably won't be able to download it.
So, I am very thankful for your initial Blender tutorial, I will give it a shot.😁
this is what i was looking for and trying today
🤩🤩🤩🤩man you are the best
This is a separate topic, but what do you use for your tracking for your avatar?
I have a question about this - the scene rim seems to include everything in the scene, so if your character is in an environment, the rimlight will just go away. Are you somehow rendering your character as a seperate layer at the end? I don't understand how to incorporate this into an actual render.
I know this probably isn't the answer you're looking for, but it will work.
Festivity's Genshin Shader for Blender has a separate geometry node group setup with a customizable shader for outlining. It has way more control than the basic rip light setup you see in this video and you can even control the individual colors/size of the rim light on a per material basis.
However, the actual shader can't be fully utilized unless you learn how to recreate the correct light maps, shadow maps, etc. from the original genshin model file rips, but you might find a feature or two you'd want to incorporate into your shader.
I'm playing with this on my vroid models when I get a chance.
PROFESSOR GOO
cool work
While I understand there is a difference in rendering, is there in baking and exporting to video game engines?
yae in the thumbnail😳
crazy good features...thx ..questions me why the geometry offset feature come in b3.0 is not Wirkung for you or is it a artist choice in goo to controlled from the shader node side...
awesome thanks!
Thanks so much Professor! For future lessons. can you kind of give us some basics on the differences on the tweaks you would make for the shader for skin versus what you would do for hard surface and what adjustments you would have to do to create a anime night or day style interior or exterior scene?
Damn this motion tracking is so good, i see so much rig on your model.
Can you please share what programm you use for tracking?
THANK YOU I LOVE U
In my language gu(গু) means Poop 🤣🤣.
It's really funny when you say gu engine.
Amazing sir thank you😀😄😄
Hello, may I ask how you animate clothes? Is it adonn or something else? I will be glad if you answer.
do you create, rig and or shade characters? for customers, viewers or subscriber?
Bro what app or what are you using to get anime character when filming
Thanks Goonie
Do I understand correctly that this shader needs to be downloaded? Is it missing by default?
where i can find curvature material node ?
idk if it was done already, but do you think that at some point you could update the Goo Engine so that we can use individual linked light groups as nodes within the Shader Editor? Would be cool for more complex toon lighting shader setups.
Awesome, I am struggling to try and my my Legend model from High Poly into something a VTube program can handle, my model is to big for most frograms.
4:44 i feel called out 😭
HELP! Even though i have different colors my object only turns red, instead of red and yellow, what can i do?
Silly questions...
Can I do this with a texture map and how would I do that?
HYE, great product. could you please make a tutorial of how you shade an anime model, like your avatar or animations? i still don't know how to use your product, but I understand how it works.
Just wanted to ask, are you hand animating this toon character (toon professor goo) or are you using some kind of motion capture?
Motion cap for sure
He says he uses a app that can track his movement and animates his avatar in real time.
it's called VSeeFace... or you can use Vnyan now from Suvidriel
how do you attach the GooEngineToon shader to the Yae Miko model?, I tried it but it didn't end up like the video
Professor Goo
COOL!!!!!!!!!!!!!!!!!!!!
Are Goo Engine and Blender 4.0 two different things?
Yes goo engine is a custom Blender Build
Hey D looks like this video might need an update looking at your new toon shader : )
YAE MIKO!
My shader doesn't seem to look the same as in the tutorial.
I don't know how or why, but the cast shadows still has alot of terminators on it even if I try to disable the self shadows.
Aside from that, whenever the cast or self shadows are enabled, the shadows seems to have like soft shadow artifacts on it, yet if I disable soft shadows on the render settings, the shadows become very jagged and blocky
Does anyone have a solution to this?
I want to use genshin models in blender as a base so I can figure out how characters animation works. I cant read bilibili since its in Chinese. any guidance?
shader info in what vercion blender ????
How do you add the ILM map in Good Engine?
I dont have that shader info. where a can get it?
Could I make this without the goo engine
How you do this green head character animation?
Nice! Excited what that "simple" normal editing entails in the future (if you gonna show that off)
I'm very excited for that too
Hi shader info is this an addon or is this some feature that was removed later in blender? I can't find this noda.
The shader info node is not an addon. It's part of the GooEngine fork of Blender.
Tell me how to download... I'm just being stupid!
Via patron or GitHub?
It's just that I'm getting lost....
Any tutorial for outline ?🙏
use the reverse hual method or you can use grease pencil or you can use freestyle
@@MIGHTYSPIDEY89 thanks for the reply, actually I know the methods you mention.
But I don't Satisfy on the result & the workflow.
I got a best result by using blender line node branch (something like goo engine did), but the author have not maintenance anymore (latest V2.93)
And I tried using the Goo's screen space depth to make the same outline effect, hmm ...just not good enough and just wish a offical tutorial for reference 😅
th-cam.com/video/voF6VlJ0mPI/w-d-xo.html
i want to know how you did your avatar!
I can´t do the second one, is any problem with blender 4.2LTS?
this is not blender.. it's Goo Engine (powered by blender) it's a "forked" blender basically.
@S0LIXUS How I'm going to do that then? I'm a humble person y'know?
Stupid question, how do you use specular with this?
I think this needs to be updated. I have goo engine 3.4 and those mix color nodes aren't there and the new mix nodes added don't seem to do the same thing.
Blender changed the base code. It's now the mix node, change it to color and make it multiply.
Esto si me interesa gracias
Is Rim Lighting another word for outline
yes
Can i install goo blender seperatly on my pc so i have 2 blenders? Dont want to tinker too much with the main one (im a noob and i will screw stuff up if i do)
Yes you can, 'Cause I did the same thing
How do you download the model ? Can't understand the website, if someone could help
Anyway to get this working on Mac?
Hi! So The Mix RGB Thing Doesn't Show For Me! What Can I Do??
Mix RGB is just Mix Color
How your 2d character in Live Strem
Does this shader only work in eevee?
Will they have toon shading that supports multiple light sources correctly?
The Goo Engine supports light groups
@@LiminalQueenMedia For example, the cel-shader of Zelda Breath of the Wild could be achieved, that multiple light sources work correctly like the toon shader of blender 2.79
@@Node_Art Yes, I understand the value of the function. I was informing you that the GooEngine DOESD support light grouping
Does anyone know of an anime background tutorial using goo engine?
How make it without shader info nodes? or how make the shader info nodes?
video literally shows how to do it.
Sir can you please please please make a tutorial on how to animate like your character is doing in this video
its done using motion tracking many VTubers do it and have tutorials
@@multimotion8421 Thank you so much
ese nodo shader info??
I have a que please can someone tell me that how that talking anime character in left corner working again please.
He probably rigged the toon, and is using some facial motion capture device. I know of some that use your phone to do that. Rokoko has some facial hardware for that as well.
why cant I find shader info in the nodes? theres no shader info in my input
hes using a custom build version of blender called goo blender
just wondering but is there a way to export the shaders from blender/Goo engine into like unity for games?
No.
no.. u kinda have to try and recreate them in unity. using either the built in render pipeline's shader code or urp shader graph
Sensei how Can I use it in blender?
how do you make your character talk? I would love a tutorial on that!
It's his VTuber model. Some programs like VeeSeeFace and etc. can use a camera with good lighting to make the model match up with your facial expressions.
Is there a way to use the curvature node to create an outline? :)
yes there is.. he literally shows u .. but if u are trying to make an outline + rimlight u are gonna have to be a little fancy with it. but it can be done
Can we use GLSL, if yes then how ????
I know there is addon, but its not working as expected.
how to make the scene rim color black?
invert color
The multiply node is gone does this change anything?
I can't seem to get ANYTHING out of this shader i put it together but everything just glows white no matter what i do with it
downloaded the sample all light blue if i adjust the color ramp i can get the color to switch but its either all color a or all color b no 2 tone or toon effect happens no matter what i do
@@evilkooladefor me it turns black
@@Makima-eo2vf I gave up and bought the genshin impact shader on artstation
glad to see i'm not the only one facing this problem. I wonder what's the reason for why it doesn't work?
Professor, what was the point of giving english speakers access to a Genshin MMD model page that is only in japanese?
True! I'll provide written instructions in the description!
@@professorGoo Professor, do you have an alternative to the inverted hull method for getting outlines of controllable thickness on the Mesh?
Apparently Blender 3.6 doesn't have Shader Info nodes anymore.
hes using a custom build version of blender called goo blender
@@multimotion8421 Noted, thanks.
😮🎉❤
How to get info shader?
hes using a custom build version of blender called goo blender
This blender is not free. I don't really know if I am willing to buy it unless I get a preview.
It's also only $5 and as someone who does a lot of toon shading in other node/graph shader editors, the lighting fixes alone are worth it.
If you don't want to spend money on it, you know you can compile the source code that's on Github, right?
ofc it's yae miko