Thanks so much for the showcase!! I'm glad people are liking Goo Engine so far! Definitely feel free to ask me any questions if you're curious about trying it out :D
Why cant it be a series of extensions or node groups rather than a total fork? Are you doing anything special under the hood with the rendering engines?
@@MrBarcode addons or node groups can’t do what their custom ones, addons can not add in new nodes since nodes are written in the actual engine itself. Watch their presentation at the Blender conference, there is a reason that Goo Engine is it’s own fork, while it might not have a ton of features, it definitely has added features. Light groups for example, Blender didn’t have it, so they added it in themselves.
The reason that they didn’t just merge this into real blender is because development cycles are slow with blender releasing stuff every couple of months, and goo engine releasing stuff as soon as its bug free. There is stuff like light linking and that aforementioned curvature node. The features are also known to destabilize cycles features and rendering hence the fork Source: dilliongoo streams on twitch and talks about this stuff 😅
a good rule of thumb between main Blender and Goo Engine is, since Blender is the official one, they have to have it near perfect when releasing the full versions, while Goo Engine has no such restrictions, releasing as soon as it works
I looked up the person spearheading this , saw his work and that he also worked on RWBY Volume 3 which gives me a lot of hope and excitement. RWBY was pushing the envelope when it came to web animation (especially with Volume 3) and to see someone is now doing it with the means to make anime is lovely.
Dillon also routinely works with Monty Oum’s best friend and apprentice. Shane was brought on as the first addition Monty wanted for starting RWBY, and when Shane took over Monty’s role after his death he brought on Dillon.
Great video! But a little nitpick: I'd say that the Shader Info node is much more of the "heartbeat" of the anime shading than the curvature note :) It's what allows us to have the sharp shading (which is what defines anime shading for me), and unlike what we can do with just diffuse>Shader to RGB, it gets us self-shadow checking, filtering out some unnatural, artifact-y looking shadows. Curvature is nice to have a little rim lighting/darkening tho! (which only somewhat actually fits the anime style most of the time)
I kind of wish there was something focused more on making grease pencil easier to learn instead of yet another toon shader implementation. I mean. The example videos look promising. But I just prefer the ability for characters to be more stuttery. To go off model with ease. To do all the things that hand drawn animation excel at. Because, I do think an awesome workflow for hand drawn 2D animation with 3D props and scenery is in there in Blender somewhere. I just cannot wrap my head around it. Also. I remember there was developments that would let people make custom interfaces for Blender, without recompiling. What did happen to those?
It wasn't described well as far as the compiling for the GooEngine. It makes the "math" for NPR shaders easier to use so you could treat them more like textures without losing the anime style.
05:03 Actually, SDFs are trivial with stock nodes, it's just a bit of math. The sphere for example is just measure of distance, subtracting an offset to get the zero away from the center; and then just some additional operations to do things like manipulating the rate the number changes and such for some added artistic direction. I dunno what's the performance difference with Goo's particular implementation of the math though.
im still new to blender and all this talk about nodes is really complicated, ill; be saving this video for later when i have a better understanding of the engine
@@LacklusterFilms Hey man, you still haven't said where it was in the video. I guess you could call me ignorant, but I just don't see anything unique that Blender wouldn't be able to normally, this could literally just be an addon, pretty sure he also says that in the video too.
I wonder if gooengine will go obsolete since blender next open movie project is npr shading base so that’s means they are gonna improve npr shading in blender in general and with light linking I wonder…???
This version of blender has some specific tools made for anime specifically, like light groups that allow u to control the light that affects which part of the model to make shading more of an artist choice like it is in anime (cus sometimes the shading doesn't ad up in anime).
I don't think it will be completely obsolete unless the devs at the Blender add in all the features that are already in Goo-Engine or some features that allow you to completely replicate it, if anything the Goo team might just add in their features to the updated Blender.
@@IyeViking believe they said they would love to commit their changes to the main branch but their code is spaghetti and wouldn't be approved under the current implementation. On top of that there also an EEVEE rewrite coming so from their perspective it would be a wasted effort as everything could break.
@@Floreumanother thing with having their code added to the main branch would be that if they didn’t have their own build that they’re constantly working on, they’d have to send code over to the blender devs, wait for it to be added and then released, if there were any bugs, they’d make a patch and send it over and then have to wait for it to be added and then released again. And with the Eevee rewrite when it comes, I think they’d still be able to reuse some code or at least have an easy time re-adding it since they’ve done it once and would know how it works.
0:33 - (Source of my suspicion: I almost did this myself for Math Node updates.) I think it's probably because it's a PITA to get new nodes included in Blender through the standard open source channels. Hours/days/weeks/months of back and forth, people arguing about how exactly it should be implemented, users complaining about how they don't want free stuff, etc. If Goo Studio devs fork the code, they simply add the nodes, done. And if some user doesn't want "free stuff" they just go download Blender Original and complain about that being free instead!
did try to make the engine but it wont run ,somehow somethings is missing , i hope there is no differnce from having it compile from the zip file then the git command
This might be enough to get me back to blender. Despite loving blender, I pretty much stopped using after spending a bunch of time and still not being able to make anything. But this is so cool I 'm gonna give 3D modeling another try.
If you haven't achieved it, it's because you haven't tried hard enough for it. Sounds harsh, but it's true. Especially with something like this, where almost anyone can learn it realistically. Of course the level of skill and talent will totally depend on your aptitude for such things and how much you practice. But given time you can absolutely achieve results if you're persistent
could I using unreal engine and this stream myself as a toonstreamer I forget what you call it, but make myself look like an anime character in real time?
Well, Goo Engine doesn’t give you a shader to immediately make anime, you have to put it together with the right models for one. The genshin shader helps you make models look like they’re from Genshin Impact, while a properly put together model and shader within Blender or Goo Engine (goo engine would just make certain parts a little easier, though you could do everything within base blender with just a bit extra work), would let you make something that looks 2D and looks like real anime.
Can I create 70s-90s anime like lupin the 3rd part 2/castle of Cagliostro/mystery of mamo/part 1/part 3/ Babylon/ fuma conspiracy/tv specials and Ovas with the goo engine
I already have Blender....why do I have to download this too? I already have 20 apps for different forms of content creation my main laptop. Can't some of the assets and features be easily ported over to Blender?
This looks like it'd be fun to play around with, but super inconvenient to do so. $5 isn't terrible, assuming you can get access to older versions too (and that you have both an account and way to pay on Patreon), but having to compile source code is extremely inaccessible to most people, so I'm hoping they have a tutorial or something for how to do it. I'll probably just stick to doing things the good old fashioned way in Eevee for the time being. Didn't really see anything that can't be done in base Blender with a bit of messing around.
If running a build script with a compiler is inaccessible, then so is modeling, animation, shader nodes, and spending money on patreon. I don't see the point of this fork anyway, a tutorial for non-PBR shaders would be more help without needing to maintain a whole forked version of Blender.
It's more complicated than that, I don't think an addon can rewrite part of a render engine, nor do I think it can add 100% custom nodes that aren't built on pre-existing nodes.
@@IyeViking Blender is open source and they can contribute their code to it. No need to copy a free app and then try and make money from it. What they are doing is a very grey area
@@avp2501 The reason that they didn’t just merge this into real blender is because development cycles are slow with blender releasing stuff every couple of months, and goo engine releasing stuff as soon as its bug free. There is stuff like light linking and that aforementioned curvature node. The features are also known to destabilize cycles features and rendering hence the fork Source: dilliongoo streams on twitch and talks about this stuff 😅
@@avp2501 it is also completely free if you want to compile it yourself. The only reason they charge for it is because they need to be able to fund development for this fork just like any foss project. If you feel that the features are not enough then awesome just stick to regular blender, whatever gets the job done 👍
@@avp2501longside what the other replies explained, even if they did give their code to Blender, it’s not a 100% chance that it would get added, nor would they get it released right away. By having their own build, they can add in any feature they want at any time and be able to use it right away. They also don’t have to worry about bugs or anything being unstable since they’re able to fix it themselves instead of waiting a version or two for it to get patched / for their patch to get added.
0:36 We have a saying in Poland: "If you don't understand what something is about, it probably about money." The guy just want to rack up those patreon bucks for having binaries available, a classic grift similar to those behind the Aseprite.
@@gamefromscratch Yeah, I've once tried probiding free binaries for aseprite I've built myself online and it got DMCA'd apparently by the Aseprite devs. So forgive me for being jaded.
@@Floreum The pre-compiled builds available to the public instead of having them locked behind a paywall if you bother to give access to the source code. Users have to troubleshoot for hours and possibly end with no build. There's no compile guide for this Custom build. Blender has a Compile Guide but some things are different in this build. Alot of things can to wrong in the process. And Linux is missing for some reason. I've used it. Its not that wroth it.
Hey! Whenever an addon isen't free, would really appreciate if you open up with that. Nothing worse than getting through a whole video to find out that not only is not free, but is on a *prescription* basis, which is 🤢
They did do stuff though, there are so many features on top of blender and its awesome! The reason that they didn’t just merge this into real blender is because development cycles are slow with blender releasing stuff every couple of months, and goo engine releasing stuff as soon as its bug free. There is stuff like light linking and that aforementioned curvature node. The features are also known to destabilize cycles features and rendering hence the fork
@@wailfulcrab Yes, and those solutions already exists, blender here is trying to make a full anime which won't sit well with anime fans, sparks and effects are fine, but characters and sceneries are a big no no
@@parvonik1359 They don't look like what Blender is showing here because there's still handwork and randomness rather than perfect lighting and shadows... A lot of anime fans are in for the art, not the realism with a toon shader slapped on top of it.
@@jihadrouani5525 ok.. but nobody here said you should "slap" a toon shader and expect it to look good. you dont just take a random model, import it with the sahders and expect it to look next level. if cgi looks bad that is because the person didnt know how to use it. "A lot of anime fans are in for the art". is cgi not a form of art...?
I respect the amazing work the Dillon Goo is doing as an animator. however any “anime style” engine that requires you to go in and manually switch out every single surface node is a non starter IMHO. I recently discovered the little known global toon engine in Reallusion Iclone back on June 7 and 22 days later I already have completed over 20 minutes of a feature length animated film based on the “Ghost in the shell” franchise. th-cam.com/video/kceNsw9TE5w/w-d-xo.html
I can say, the Goo Engine build is made to help them in achieving the anime style, which they have done pretty successfully on some of their projects from what I've seen. If you just want to make something with a toon shader, you don't need this to do that, if you want to make something that perfectly emulates traditional anime, you still don't need it, but it certainly does help you achieve it. Your animation for example, doesn't seem to try to emulate the japanese anime style, while their work does. There's a proper use for everything out there, some are just much more niche than what most people might need or want.
@@IyeViking Understand , I like the stylized anime Character designs of the Goo animations. However the labor intensive workflow to get that shading on every scene asset is what keeps me from using Blender for NPR/toon styles. I get it, that here in the age of RTX cards and Unreal engine that NPR/toon rendering options are low priority however as a lone operator I need a global toon engine that only needs basic diffuse colors for the effect and complete global control of the shadowing angles. that is what I had in my old “Sketch & toon” engine when I was a C4D user. that is what I have in Reallusion Iclone. All that said, I have had a go at emulating a global toon/NPR look with the matcap work bench engine in Blender but obviously there are severe limitations to that approach as well. th-cam.com/video/wEk3dvxyu08/w-d-xo.html
I don’t think any other program or render engine would be much / a lot better at emulating the Japanese 2D anime style, which is what they’re trying to achieve, yes sadly it is very labour intensive due to how complex emulating 2D in 3D is, but their extra features do help in that process, which I honestly don’t think would be possible (or at least harder, if it was possible) in the reallusion software. Since you’re not trying to get a 2D look, you could pretty much use any 3D program that supports a toon shader, which I think is almost all of them, though you did find that reallusion one to suit you best.
gamefromscratch.com/goo-engine-blender-for-anime/
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Thanks so much for the showcase!! I'm glad people are liking Goo Engine so far! Definitely feel free to ask me any questions if you're curious about trying it out :D
hey dillon goo i want to use the goo engine.....
Why cant it be a series of extensions or node groups rather than a total fork? Are you doing anything special under the hood with the rendering engines?
@@MrBarcode addons or node groups can’t do what their custom ones, addons can not add in new nodes since nodes are written in the actual engine itself. Watch their presentation at the Blender conference, there is a reason that Goo Engine is it’s own fork, while it might not have a ton of features, it definitely has added features.
Light groups for example, Blender didn’t have it, so they added it in themselves.
Uh how do I download em on Android 🤷
@@ebubechiuhegbu9380 look buddy it's not possible to run blender in mobile phone atleast not yet but who knowns the future.............
Ayyy thanks for the showcase! I'm glad people are enjoying it :D
is it free?
Hey, how long have you been an artist. I’m thinking of getting into animation myself.
@@fridoper124 It's free if you compile it yourself, yes
Hi not professor goo
@@nadiaezzarhouni300 LOL whoops wrong account
The reason that they didn’t just merge this into real blender is because development cycles are slow with blender releasing stuff every couple of months, and goo engine releasing stuff as soon as its bug free. There is stuff like light linking and that aforementioned curvature node. The features are also known to destabilize cycles features and rendering hence the fork
Source: dilliongoo streams on twitch and talks about this stuff 😅
a good rule of thumb between main Blender and Goo Engine is, since Blender is the official one, they have to have it near perfect when releasing the full versions, while Goo Engine has no such restrictions, releasing as soon as it works
Thanks for highlighting this! It looks perfect for storyboarding and animatics.
I looked up the person spearheading this , saw his work and that he also worked on RWBY Volume 3 which gives me a lot of hope and excitement. RWBY was pushing the envelope when it came to web animation (especially with Volume 3) and to see someone is now doing it with the means to make anime is lovely.
You should see his old minecraft fights and League of Legends videos
Dillon also routinely works with Monty Oum’s best friend and apprentice. Shane was brought on as the first addition Monty wanted for starting RWBY, and when Shane took over Monty’s role after his death he brought on Dillon.
Okay you litterally keep me up to date about my unity AND blender, best channel in my subscription list.
Great video! But a little nitpick: I'd say that the Shader Info node is much more of the "heartbeat" of the anime shading than the curvature note :) It's what allows us to have the sharp shading (which is what defines anime shading for me), and unlike what we can do with just diffuse>Shader to RGB, it gets us self-shadow checking, filtering out some unnatural, artifact-y looking shadows. Curvature is nice to have a little rim lighting/darkening tho! (which only somewhat actually fits the anime style most of the time)
I kind of wish there was something focused more on making grease pencil easier to learn instead of yet another toon shader implementation. I mean. The example videos look promising. But I just prefer the ability for characters to be more stuttery. To go off model with ease. To do all the things that hand drawn animation excel at.
Because, I do think an awesome workflow for hand drawn 2D animation with 3D props and scenery is in there in Blender somewhere. I just cannot wrap my head around it.
Also. I remember there was developments that would let people make custom interfaces for Blender, without recompiling. What did happen to those?
It wasn't described well as far as the compiling for the GooEngine. It makes the "math" for NPR shaders easier to use so you could treat them more like textures without losing the anime style.
Anyone else watching to see what will be added to Blender now they’re working on it.
Damn that's really clean.
I remember there being a npr shader when eevee was first being released in alpha
Shader to RGB Node is the starting point
You might be referring to BEER. Not sure what happened to that.
05:03 Actually, SDFs are trivial with stock nodes, it's just a bit of math. The sphere for example is just measure of distance, subtracting an offset to get the zero away from the center; and then just some additional operations to do things like manipulating the rate the number changes and such for some added artistic direction. I dunno what's the performance difference with Goo's particular implementation of the math though.
I'm currently trying to figure this out. I've only figured out some really basic 2-colour cel shading thing but it's still fun to animate anyway.
Eyyy nice
I was following this one for a little while
Last i checked, you can still only get the link for goo engine (or updates) if you sign up for their Patreon. We did!
im still new to blender and all this talk about nodes is really complicated, ill; be saving this video for later when i have a better understanding of the engine
I will have to scoop this in the scenario I start working on stylized animations
Doesn't seem like something that'd need a complete recompilation of Blender for. Just looks like Blender with a few custom shader groups.
He literally shows why it needs to be a separate build
@@LacklusterFilms Where? Everything he showed looks achievable within vanilla Blender, NPR isn't exclusive to forks. This could easily be an addon.
@@bobross9370 mfw ignorance
@@LacklusterFilms Hey man, you still haven't said where it was in the video. I guess you could call me ignorant, but I just don't see anything unique that Blender wouldn't be able to normally, this could literally just be an addon, pretty sure he also says that in the video too.
it says it has modifications to the source, so apparently cant be done as an addon.
I wonder if gooengine will go obsolete since blender next open movie project is npr shading base so that’s means they are gonna improve npr shading in blender in general and with light linking I wonder…???
This version of blender has some specific tools made for anime specifically, like light groups that allow u to control the light that affects which part of the model to make shading more of an artist choice like it is in anime (cus sometimes the shading doesn't ad up in anime).
I don't think it will be completely obsolete unless the devs at the Blender add in all the features that are already in Goo-Engine or some features that allow you to completely replicate it, if anything the Goo team might just add in their features to the updated Blender.
@@IyeViking believe they said they would love to commit their changes to the main branch but their code is spaghetti and wouldn't be approved under the current implementation. On top of that there also an EEVEE rewrite coming so from their perspective it would be a wasted effort as everything could break.
@@Floreumanother thing with having their code added to the main branch would be that if they didn’t have their own build that they’re constantly working on, they’d have to send code over to the blender devs, wait for it to be added and then released, if there were any bugs, they’d make a patch and send it over and then have to wait for it to be added and then released again.
And with the Eevee rewrite when it comes, I think they’d still be able to reuse some code or at least have an easy time re-adding it since they’ve done it once and would know how it works.
this could be huge if passionate studios use it to create anime atmospheric sims
dEFINITELY GONNA GET IT TOO once i finish creating the characters
0:33 - (Source of my suspicion: I almost did this myself for Math Node updates.) I think it's probably because it's a PITA to get new nodes included in Blender through the standard open source channels. Hours/days/weeks/months of back and forth, people arguing about how exactly it should be implemented, users complaining about how they don't want free stuff, etc. If Goo Studio devs fork the code, they simply add the nodes, done. And if some user doesn't want "free stuff" they just go download Blender Original and complain about that being free instead!
Can you export the model to other engine like Unreal engine and it keep the same anime look?
awesome stuff think i am going to use.
did try to make the engine but it wont run ,somehow somethings is missing , i hope there is no differnce from having it compile from the zip file then the git command
Thanks I love it
😂I swear it was just an ad on. I've had access to it for awhile, but just haven't had the time to work with it
Doesn't every addon for Blender have to have the same license as Blender? Could that be why they put it out as its own thing?
Mike: And allow execution, okay
8 seconds later...
Mike: yeah i'd like to report a robbery
That was so cool, thats my dream
This might be enough to get me back to blender. Despite loving blender, I pretty much stopped using after spending a bunch of time and still not being able to make anything. But this is so cool I 'm gonna give 3D modeling another try.
If you haven't achieved it, it's because you haven't tried hard enough for it. Sounds harsh, but it's true. Especially with something like this, where almost anyone can learn it realistically. Of course the level of skill and talent will totally depend on your aptitude for such things and how much you practice. But given time you can absolutely achieve results if you're persistent
awesome
See those workspace tabs at the top of every version since 2.8? They are your friend. There is even a shader one. ;)
great contribution. Great tutorial. You have my like Thank you so much. Greetings
could I
using unreal engine
and this
stream myself as a toonstreamer
I forget what you call it, but make myself look like an anime character in real time?
how does the Goo Engine compare to the genshin shader?
Well, Goo Engine doesn’t give you a shader to immediately make anime, you have to put it together with the right models for one.
The genshin shader helps you make models look like they’re from Genshin Impact, while a properly put together model and shader within Blender or Goo Engine (goo engine would just make certain parts a little easier, though you could do everything within base blender with just a bit extra work), would let you make something that looks 2D and looks like real anime.
I downloaded it but it dosen't have an exe file what do I do?
Any courses on how to use it?
Nice video😀👍🏿
Cool thanks!
great video
well that's cool
make a build tutorial please
Can I create 70s-90s anime like lupin the 3rd part 2/castle of Cagliostro/mystery of mamo/part 1/part 3/ Babylon/ fuma conspiracy/tv specials and Ovas with the goo engine
I already have Blender....why do I have to download this too? I already have 20 apps for different forms of content creation my main laptop. Can't some of the assets and features be easily ported over to Blender?
how good is this with unreal engine?
9:50 Is that elaina?😭
have they made a full fledged animation?
They have made some teasers from what I know, they should be on their channel or Twitter.
www.youtube.com/@dillongoo
👍👍👍
It is like a anime editor or creator
Neither? This just adds in new tools and features to make anime shading easier and better within Blender.
This is the engine flcl should have used
This is plugin ?
Huhuhuhu 😢
how is it free when u have to buy ur patreon subscription to download it?
You can compile it yourself.
I dont know how to import to blender
Are characters and animations made in Blender with those anime style nodes and shaders can be normally exported to Unreal?
i think you do not really understand what are you saying or doing
woahhhhhhh
Is there a tutorial to show how to properly compile the Goo engine into blender?
The linked article should literally be all you need, on Windows at least.
interesting
Glad I'm on linux. I can build this thing in matter of just 3 terminal commands. xD
I use arch btw
+2
But I kinda will struggle with that
A new Legend of Korra game???
:( i dont know how to built
This looks like it'd be fun to play around with, but super inconvenient to do so.
$5 isn't terrible, assuming you can get access to older versions too (and that you have both an account and way to pay on Patreon), but having to compile source code is extremely inaccessible to most people, so I'm hoping they have a tutorial or something for how to do it.
I'll probably just stick to doing things the good old fashioned way in Eevee for the time being. Didn't really see anything that can't be done in base Blender with a bit of messing around.
If running a build script with a compiler is inaccessible, then so is modeling, animation, shader nodes, and spending money on patreon. I don't see the point of this fork anyway, a tutorial for non-PBR shaders would be more help without needing to maintain a whole forked version of Blender.
Goo means something else in my country 💀.
Don't you think, just releasing the binaries would have mad\e this project much more popular?
indian knows what this engine means to them 🤗🤗🤗🤗🤗
haagoo
Great I just thought that
This should just be an extension, not unique enough to justify a whole new fork.
It's more complicated than that, I don't think an addon can rewrite part of a render engine, nor do I think it can add 100% custom nodes that aren't built on pre-existing nodes.
@@IyeViking Blender is open source and they can contribute their code to it. No need to copy a free app and then try and make money from it. What they are doing is a very grey area
@@avp2501 The reason that they didn’t just merge this into real blender is because development cycles are slow with blender releasing stuff every couple of months, and goo engine releasing stuff as soon as its bug free. There is stuff like light linking and that aforementioned curvature node. The features are also known to destabilize cycles features and rendering hence the fork
Source: dilliongoo streams on twitch and talks about this stuff 😅
@@avp2501 it is also completely free if you want to compile it yourself. The only reason they charge for it is because they need to be able to fund development for this fork just like any foss project. If you feel that the features are not enough then awesome just stick to regular blender, whatever gets the job done 👍
@@avp2501longside what the other replies explained, even if they did give their code to Blender, it’s not a 100% chance that it would get added, nor would they get it released right away.
By having their own build, they can add in any feature they want at any time and be able to use it right away.
They also don’t have to worry about bugs or anything being unstable since they’re able to fix it themselves instead of waiting a version or two for it to get patched / for their patch to get added.
Uhm....if that is a first step into something ok, but that's pretty damn basic Blender stuff, lol
Beastars fan toons are nigh. Prepare for lots of yiff.
0:36 We have a saying in Poland: "If you don't understand what something is about, it probably about money."
The guy just want to rack up those patreon bucks for having binaries available, a classic grift similar to those behind the Aseprite.
I wouldn't say it's a grift, convenience binaries for open projects is a fairly common strategy.
@@gamefromscratch Screw those developers trying to make money from their work! How dare they?
@@gamefromscratch Yeah, I've once tried probiding free binaries for aseprite I've built myself online and it got DMCA'd apparently by the Aseprite devs. So forgive me for being jaded.
Ultimate perfection we need more foss stuff and development tools . Good news there is godot and krita
@@cynth4941their work? It's 99.999% blender foundation. I feel that they are abusing the free licence here.
can anybody tell what's the difference of Blender and Goo Engine?
You have far more control over color diffuse and falloff for NPR styles, as well as better control over lighting.
@@thorn- very great feature! so this means it's not free though right?
@@maki5459 its free if u compile it from source
not hard to do just will take a bit depending on your system
'goo' means poop in bengali😂
Worst way to use it
Reminder. Not wroth the price.
Then compile it yourself
@@Floreum The pre-compiled builds available to the public instead of having them locked behind a paywall if you bother to give access to the source code.
Users have to troubleshoot for hours and possibly end with no build.
There's no compile guide for this Custom build. Blender has a Compile Guide but some things are different in this build. Alot of things can to wrong in the process.
And Linux is missing for some reason.
I've used it. Its not that wroth it.
@@Purpbatboi make should work just fine.
nahh blender is hard as shit, I'd prefer a 2d animating software
you people know why I hate this?! This deviates won't use different tools or styles anymore
Hey! Whenever an addon isen't free, would really appreciate if you open up with that. Nothing worse than getting through a whole video to find out that not only is not free, but is on a *prescription* basis, which is 🤢
It is free, you just need to know how to compile it yourself, as he states in the video.
It is free and opensource.....
Learn to compile it, plenty of tutorials online
Correction, not Anime, CGnime, big difference
people will really waste their money on anything huh
...like Minecraft.
Indians laughing
cannot wait for someone to go through the code and actually see if they did anything
They did do stuff though, there are so many features on top of blender and its awesome! The reason that they didn’t just merge this into real blender is because development cycles are slow with blender releasing stuff every couple of months, and goo engine releasing stuff as soon as its bug free. There is stuff like light linking and that aforementioned curvature node. The features are also known to destabilize cycles features and rendering hence the fork
You don't even need to go through the code to see the changes in Blender though?
Just compare it to the main branch if you are such an ass about it.
Don't think the anime community will be pleased with that, they're kind of allergic to CGI in anime lol hand drawn frames remain king
Yeah, but using CGI to create VFX like sparks, explosion and lighting is like a standard now. But then you don't need entire new engine to create VFX.
@@wailfulcrab Yes, and those solutions already exists, blender here is trying to make a full anime which won't sit well with anime fans, sparks and effects are fine, but characters and sceneries are a big no no
plenty of anime that use cgi quite fine. mappa, gundam...
@@parvonik1359 They don't look like what Blender is showing here because there's still handwork and randomness rather than perfect lighting and shadows... A lot of anime fans are in for the art, not the realism with a toon shader slapped on top of it.
@@jihadrouani5525 ok.. but nobody here said you should "slap" a toon shader and expect it to look good. you dont just take a random model, import it with the sahders and expect it to look next level.
if cgi looks bad that is because the person didnt know how to use it.
"A lot of anime fans are in for the art". is cgi not a form of art...?
Thanks I hate it.
Lol, fair.
lol I don't
Why?
It looks good
P r o m o s m 😢
I respect the amazing work the Dillon Goo is doing as an animator.
however any “anime style” engine that requires you to go in and manually switch out every single surface node is a non starter IMHO.
I recently discovered the little known global toon engine in Reallusion Iclone back on June 7 and 22 days later I already have completed over 20 minutes of a feature length animated film based on the “Ghost in the shell” franchise.
th-cam.com/video/kceNsw9TE5w/w-d-xo.html
I can say, the Goo Engine build is made to help them in achieving the anime style, which they have done pretty successfully on some of their projects from what I've seen.
If you just want to make something with a toon shader, you don't need this to do that, if you want to make something that perfectly emulates traditional anime, you still don't need it, but it certainly does help you achieve it.
Your animation for example, doesn't seem to try to emulate the japanese anime style, while their work does.
There's a proper use for everything out there, some are just much more niche than what most people might need or want.
@@IyeViking Understand , I like the stylized anime Character designs of the Goo animations.
However the labor intensive workflow to get that shading on every
scene asset is what keeps me from using Blender for NPR/toon styles.
I get it, that here in the age of RTX cards and Unreal engine that NPR/toon
rendering options are low priority however as a lone operator I need a global toon engine that only needs basic diffuse colors for the effect and complete global control of the shadowing angles.
that is what I had in my old “Sketch & toon” engine when I was a C4D user.
that is what I have in Reallusion Iclone.
All that said, I have had a go at emulating a global toon/NPR look with the matcap work bench engine in Blender but obviously there are severe limitations to that approach as well.
th-cam.com/video/wEk3dvxyu08/w-d-xo.html
I don’t think any other program or render engine would be much / a lot better at emulating the Japanese 2D anime style, which is what they’re trying to achieve, yes sadly it is very labour intensive due to how complex emulating 2D in 3D is, but their extra features do help in that process, which I honestly don’t think would be possible (or at least harder, if it was possible) in the reallusion software.
Since you’re not trying to get a 2D look, you could pretty much use any 3D program that supports a toon shader, which I think is almost all of them, though you did find that reallusion one to suit you best.