Anime Cel Shader in Blender [EEVEE] - Comfee Tutorial

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  • เผยแพร่เมื่อ 9 ก.ค. 2024
  • Make any cel shaders with this one tutorial! Check out the full tutorial on Patreon:
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    Join the Comfee Community:
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    Matthew 6:25 and 33 "Therefore I tell you, do not be anxious about your life, what you will eat or what you will drink, nor about your body, what you will put on." "But seek first the kingdom of God and His righteousness, and all these things will be added to you."
    Video Chapters:
    0:00 Intro
    0:49 Base Cel Shader
    1:41 Explanation
    2:01 Adding More Colors
    2:24 Outro
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ความคิดเห็น • 172

  • @고트
    @고트 6 หลายเดือนก่อน +70

    I think this is the most perfect toon shader tutorial video I've ever seen. Short, accurate, and has a lot of relatable content

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +6

      I'm so happy to hear you say that! Thank you so much :D

    • @sleepycritical6950
      @sleepycritical6950 4 หลายเดือนก่อน

      @@ComfeeMugcan I ask something? What happens if I’ve already painted the base colours of the object in texture paint mode? Can I just do the same thing or is there extra steps?

    • @GOUST3D
      @GOUST3D 3 หลายเดือนก่อน

      fact

    • @3_whynot_d
      @3_whynot_d 9 วันที่ผ่านมา

      @@sleepycritical6950 If you're using an image texture it's pretty simple. You can use a Colorramp as a mask sort-of

    • @ellierain9065
      @ellierain9065 8 วันที่ผ่านมา

      @@sleepycritical6950 personly I would use a mix shader set to multiply with the painted texture going into one node and the node setup going into the other

  • @philiphanhurst2655
    @philiphanhurst2655 5 หลายเดือนก่อน +21

    I've been doing it this way for forever, and I always wondered why more tutorials didn't show this method.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +2

      @philiphanhurts2655 Nice, I was wondering the same thing before I made this tutorial. Super cool you already knew how to do it!

  • @elephantt2077
    @elephantt2077 6 หลายเดือนก่อน +20

    Man, I thought mixing B/W principle BSDF with the constant toon shader worked fine, but this is more intuitive & logical solution. This tutorial is super underated. Thanks!

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +2

      I used to do the same thing. I'm so happy to help you find a better solution, and thank you for the encouragement!

  • @aVersionOfReality
    @aVersionOfReality 6 หลายเดือนก่อน +16

    Remember to use a sun strength of Pi and angle 0 if you want a Diffuse to output a clean black to white gradient.

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +3

      I didn't know that was possible, I can't wait to try it! Thank you for the tip 😁

    • @aVersionOfReality
      @aVersionOfReality 6 หลายเดือนก่อน +4

      @@ComfeeMug There's some info about that in this longer video here: th-cam.com/video/5itzrrhg8TE/w-d-xo.htmlsi=lMGcBJMy-b-T-kqb
      Also, if you input the light color via drivers, you can Normalize it to stop changing the light color from moving the terminator. But at that point, you're better off just using a node group to contain your light colors and info instead of the settings on the lights themselves. You can actually rebuild the entire light pipeline in nodes if you want, except for shadows. But honestly, once you want more from eevee than a standard Shader to RGB with a single light, you'll be getting into complex stuff and may as well switch to Goo engine (jailbroken eevee) or even Malt.
      I wasted years trying to kludge Eevee into a good NPR artistic experience and it just isn't worth it. You can solve some of this lighting stuff, but other features you'll want are still missing.

  • @ConVar002
    @ConVar002 5 หลายเดือนก่อน +5

    this is absolutely crazy, this shader will simplify my workflow with anime models ENTIRELY. TYSM! 🖤

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +2

      @ConVar002 I'm so excited to hear that this could save you time! Good luck with your projects!

  • @YungDikka
    @YungDikka หลายเดือนก่อน +2

    Currently learning blender since 5-6 months, just thank you!!

    • @ComfeeMug
      @ComfeeMug  หลายเดือนก่อน

      @YungDikka I'm so excited for you!!!

  • @Cojora
    @Cojora 4 หลายเดือนก่อน +3

    WOW! awesome tutorial! Hope your channel skyrockets and looking forward to your tutorials in the future!

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน

      @Cojora Thank you so much! I really appreciate your well wishes, I hope my channel skyrockets too, haha 😅

  • @malava290
    @malava290 6 หลายเดือนก่อน +8

    Well this popped up on my feed right when I was just about done applying the shaders on my character. Very helpful, will definitely try it right away

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      So glad I could help right in the nick of time! I'm excited for your character, hope it turns out great!

  • @TanukiYT
    @TanukiYT 6 หลายเดือนก่อน +2

    This is awesome. I haven't experimented with this kind of color separation but this will be a big help! Thanks for sharing!

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      I'm so happy you found it useful! I hope it helps, not only to make this cel shader, but for more types of shaders you experiment as well!

  • @21leowheeler
    @21leowheeler 6 หลายเดือนก่อน +3

    I'm your 99th subscriber, good luck moving forward.

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      Thank you so much! You mean a lot :D

  • @ramalshebl60
    @ramalshebl60 6 หลายเดือนก่อน +3

    instant sub, not for anime, but for quality of video as well as how frickin easy it is to follow, more channels should take after the example you set

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +1

      That is a super high compliment, thank you so much!

  • @queelag
    @queelag 6 หลายเดือนก่อน +3

    Thank you man, I just started learning blender so this is very helpful!

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +2

      Oh nice, I'm excited for you! Glad I could help you learn!

  • @nkanyisoinnocentkhwane3752
    @nkanyisoinnocentkhwane3752 6 หลายเดือนก่อน +1

    Thank for sharing 😃 can't wait to try this

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      Of course!

  • @ntielman2072
    @ntielman2072 3 หลายเดือนก่อน +2

    Thank you so much!! this is way more intuitive then how other courses have taught me to do toon shading

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      @ntielman2072 Yay, I'm so glad you found my tutorial so helpful!

  • @NaBa.O3O
    @NaBa.O3O 5 หลายเดือนก่อน +2

    This is awesome! You explained it so nicely even my beginner bum managed to follow it. Thanks!

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +1

      @NaBakker Thank you, I'm so glad to hear that from you!

  • @EstebanGunn
    @EstebanGunn 2 หลายเดือนก่อน +1

    I cannot thank you enough for this tutorial. I've gone through so much frustration trying to make this happen in eevee because I want that delicious environmental lighting. Bye bye cycles.

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      @EstebanGunn I'm so glad you found my tutorial, and that it helped you do what you needed to accomplish! Thank you so much for your comment :D

  • @pathnode
    @pathnode 5 หลายเดือนก่อน +2

    Amazing! Thank you very much for telling me this secret! I always wanted to do more NPR stuff, but having only one light color was really limiting for me.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @pathnode Of course, I'm so glad I could help you discover a new way to make NPR renders easier! I can't wait to see what you come up with 😄

  • @kaerim-ma
    @kaerim-ma 6 หลายเดือนก่อน +1

    Alright that was actually pretty cool, thanks !

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      Thank you!

  • @jacko236
    @jacko236 6 หลายเดือนก่อน +2

    Doing cool stuff here brother, would love a video on anime styled liquids!

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      Thank you! I'm putting together a list of anime topics to cover, and I really appreciate your suggestion. I'll see what I can do!

  • @mote.silente
    @mote.silente 6 หลายเดือนก่อน +2

    Thank you!

  • @dynogamergurl
    @dynogamergurl 6 หลายเดือนก่อน +4

    yessss, soo helpful. the next thing i'd like to know is how to do something similar with edge lines and lines painted with grease pencil.

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +1

      I'm so glad this helped! Making edge lines in grease pencil is the perfect topic for part of a series I'm working on. I'll see what I can do!

  • @npurkis
    @npurkis 5 หลายเดือนก่อน +1

    oh my god, genius! Thank you so much for sharing this! 😄

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @@npurkins Absolutely! I'm so glad this helped!

  • @kenzietownsend6644
    @kenzietownsend6644 6 หลายเดือนก่อน +2

    Super neat. I'm using a pretty complicated cel shader and have noticed the lighting problem. I've faked the light reaction with keyframes but simpler is better. Sometimes. I'm going to use this.

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      I get the pain of faking the lighting with keyframes. So happy this helped!

  • @hazen7645
    @hazen7645 2 หลายเดือนก่อน

    This shader is pretty sweet. I'm using Outline Helper with this and the results look great. Thanks man!

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      @hazen7645 So cool, I'm glad you could use them both together!

  • @andreamoncada2563
    @andreamoncada2563 หลายเดือนก่อน +1

    lord you give us the honor to look at ur radiance

    • @ComfeeMug
      @ComfeeMug  หลายเดือนก่อน

      @andreamoncada2563 Haha, I am no lord; but just a mere man like you learning so I can share my knowledge with others 😊 Very thankful for your complement and support of my channel here!! It means a lot!

  • @PHDtt
    @PHDtt 6 หลายเดือนก่อน +2

    thank u, nice tutorial.

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +1

      Thank YOU :D

  • @australiansniper1730
    @australiansniper1730 5 หลายเดือนก่อน +1

    this is helpful, thank you so much!

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +1

      @australiansniper1730 I am so glad this helped!

  • @kenonerboy
    @kenonerboy หลายเดือนก่อน +1

    Decent approach, good move

    • @ComfeeMug
      @ComfeeMug  หลายเดือนก่อน

      @kenonerboy Thank you!

  • @marcelocarneiro7300
    @marcelocarneiro7300 9 วันที่ผ่านมา

    rlly nice video :)

  • @MrMcSnuffyFluffy
    @MrMcSnuffyFluffy 5 หลายเดือนก่อน +1

    How does this work with a texture attached to it? For instance, pretend there's a texture painted image on the monkey, but you also want this effect. Edit....it looks like you might have answered this in a different comment, I'll check it out.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @MrMcSnuffyFluffy Yes, I believe I went over this in the comment you are referring too, but I also addressed how to add a texture (procedural or image) in my Cel Shadows tutorial as well. That technique will work for this shader setup as well. I hope you found this useful, my friend 😄

  • @JedahVulture85
    @JedahVulture85 5 หลายเดือนก่อน +2

    When you mentioned at the beggining about separating the Diffuse, I thought you would explain the same method used by another youtuber called "Lightning Boy Studio" (they separate into its RGB channels, and use each for a different effect based on the "three points lights" : key light, fill light and backlight). I'm glad it isn't the same technique, I will try yours today. Liked and suscribed

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @JedahVulture85 I've gone through that same tutorial by Lightning Boy Studio, but I'm so glad you appreciate my method! Thank you so much for your support, it is very much appreciated 😁

  • @darknebulaentertainment
    @darknebulaentertainment 3 หลายเดือนก่อน +2

    I'm making a short film with moonlight and fire and I've been trying to figure out how to get a toon shader to react to colored light for like a year! You are a god.

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      @darknebulaentertainment Haha, I'm so glad to help 😄 Good luck with your short film, that's so awesome!

  • @Zirb_en
    @Zirb_en 5 หลายเดือนก่อน +1

    Thanks fo open my eyes! it's make my work much easy! Thank you!

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @ZirbenToa I'm so glad I could help!

  • @mrarivalee
    @mrarivalee 4 หลายเดือนก่อน +1

    Damn, you're good!

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      @traderspov Why thank you 😁

  • @goldenmikytlgp3484
    @goldenmikytlgp3484 4 หลายเดือนก่อน +1

    Gesus Chrisr..I have been searching online for YEARS ON A SOLUTION TO THIS. THANK U GOOD SIR

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน

      @goldenmikylgp3484 any time, my friend, I'm so glad I could help 😄

  • @tciddados
    @tciddados 5 หลายเดือนก่อน +1

    I feel like the better way, rather than having a color node in front of the shade node that has to be configured for the exact same color bands as the shading color ramp, is just to use a color multiply node that multiplies the output of the shading node's color ramp with the surface color of the object, and ignore the whole separate/combine color nodes steps. That way, you can even have multicolor-surface objects which will get correctly shaded, and if you want multicolor shading (like the orange/purple bands in this example) you can just easily set that in your shading node's color ramp (because you'd be using its full color, and not just extracting a value like in this example) without having to match it with any other nodes (since it would be the only color ramp node). If you want to have the scene light color influence it, just multiply the color ramp of the shading node with the scene light color before multiplying it with the color of the object's surface.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @ticiddados I really like the way you're thinking! This tutorial was made to give a solution for light interactivity without having to change anything in the shader itself. I may be incorrect in my deduction from your method, but it seems you would have to edit the shader itself if the scene's light had a change of color over time (an example being if a character in blue night time lighting suddenly enters the yellow light of a lamp post or flashlight). Either way, however, I am very interested in trying your methods. Thank you for the great comment!! 😄

    • @tciddados
      @tciddados 5 หลายเดือนก่อน

      @@ComfeeMug Yeah, in the state mentioned in that comment, I believe so, though I suspect there's a way to do the final step ("multiply by the light color") to set up the nodes with Shader to RGB to detect the current blended light color. I do my shading in Cycles usually though (for baking), which doesn't have the Shader to RGB node, so I have a node setup that uses empties+vector math as fake lights rather than the actual scene light. While you would have to define each empty's "pretend color" in the shader, you wouldn't have to manually update the shader as the character walks between blue+orange light sources since the vector math is able to detect direction/distance of the empties (and thus their strength/color influence).
      If you have multiple materials/shaders, you can also avoid having to continually define the colors of the empties (or whatever you end with) by creating a "coloring NodeGroup" which is shared by all the materials, so changing an empty's color in the nodegroup affects all materials. But that's getting a bit far away from the initial question of the toon shading bit.

  • @takwa-yx1cx
    @takwa-yx1cx 2 หลายเดือนก่อน

    More Tutorials like this plz❤

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      @takwa-yx1cx Can do, glad you enjoyed!

  • @ceejey1586
    @ceejey1586 4 หลายเดือนก่อน +1

    Thanks a ton for this, I've managed to get it working almost perfectly to my purpose. All I really need to make it perfect is a diffuse shader that's always lit so to say, I'm guessing by plugging something into it's normal socket but I just can't figure out a way, not savvy enough with neither vector math shenanigans or trying to edit normals via geonodes although I got close a few times.

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน +1

      @ceejey1586 I'm intrigued by your comment. When you say you need a diffuse shader that is always lit, do you mean it doesn't cast self shadows nor shadows on other objects? If so, all you will need to do is replace the diffuse shader you want to always be lit with an emission shader. The emission shader will emit whatever texture or color you add to it, and will not cast any shadows.
      I hope this helped, but if it didn't, please let me know and I will try to help as best I can 😄

    • @ceejey1586
      @ceejey1586 4 หลายเดือนก่อน

      @@ComfeeMug Basically the issue I'm trying to solve is, a shadowed part of the object doesn't have any color from a colored light, naturally due to the light not hitting that spot at all. So then I wanted an always lit diffuse because the diffuse actually gets the color of the light, which I could then just make that diffuse a darker tone to use as a shadow. Emission wouldn't work because then I'd have to manually set the shadow color and I want to avoid that. I actually found a solution by using a translucent shader! It works just how I want, because the translucent naturally, lights the shadowed area, and, with the color of the light. Just used an add shader with the diffuse. However the next issue is, cast shadows from other objects, once again, have none of the light color so that's what I'm looking to solve next. And I've been doing this in goo engine because it has options to ignore self shadowing and a cast shadows mask, I've half solved the issue but there's still more. I learned I could invert the normals and then the object receives light on its opposite side but that still leaves a gradient between the regular normal and inverted. I could write a lot more on this but that's the main stuff really, I know I'm probably trying to have my cake and eat it too haha.

  • @Marina-zs7xw
    @Marina-zs7xw 13 วันที่ผ่านมา

    Amazig tutorial! Do you think it would work with an image texture?

  • @2006jakebob
    @2006jakebob 6 วันที่ผ่านมา

    I added a fresnel to create a line around everything and that added to it

  • @rapper_mario
    @rapper_mario 2 หลายเดือนก่อน +1

    I didnt understand a word you said but it worked

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      @rapper_mario Your comment made me genuinely laugh, haha! At least it worked 😅

  • @mikesarfati2623
    @mikesarfati2623 3 หลายเดือนก่อน +1

    Thanks for sharing this method for the toon shaders, really effective, its way to react to light.
    But what about its reastion to MULTIPLE light source, how do you do to have co,trol over Fill light and or back light?

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      @mikesarfati2623 Great question. The shader will adapt to multiple light sources automatically. And if you have one light source with a specific color, and another light source with a different color, the shader will register both lights and their respective colors. I'd encourage you to mess around with lighting setups and see what you like best for your scenes 👍

  • @kevlargames1860
    @kevlargames1860 3 หลายเดือนก่อน +1

    Dude thank you so much also is there any way to add blend in a texture image if I want to add a little more detail to the material? I want to do something similar to the movie Blame!

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      @kevlargames1860 Yes, there definitely is! You will just need a mix color node set to multiply or overlay, and connect the image texture to the A input and the cell shader to the B input. I go into this in a little more detail in my Painted Cel Shadows tutorial. I'll link it here if that will help:
      th-cam.com/video/XUredxyRLB0/w-d-xo.htmlsi=defMvC8_3e3bLz6I&t=320

    • @kevlargames1860
      @kevlargames1860 2 หลายเดือนก่อน +1

      @@ComfeeMug thank you so much!!!! that helps alot!

  • @AbsurdShark
    @AbsurdShark 4 หลายเดือนก่อน +2

    I'm sorry, i have no other way to say this, but... This is f*ckign awesome! Thank you for the guide!

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน

      @AbsurdShark your comment is much appreciated, my friend! Thank you for the enthusiasm 😄

  • @Polychi1998
    @Polychi1998 3 หลายเดือนก่อน +1

    Problem, I can't seem to make the cel shading RED. It goes black when I put the color mark closer to RED on the Diffusion Node.

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      @Polychi1998 Just seeing your comment here 😅 Glad we could figure this out on Discord!

    • @Polychi1998
      @Polychi1998 3 หลายเดือนก่อน +1

      @@ComfeeMug yep

  • @LussiTheCreator
    @LussiTheCreator 3 หลายเดือนก่อน +1

    Ayy this is was so useful, yhank you so much!!!! Do you happen to know if this works with models that have UV textures ? :)

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      @LussiTheCreator Absolutely! It should work with UV textures as well by just combining the two with a mix color node set to overlay or multiply. Since this cel shader doesn't require UVs to work, there should be no problem trying to implement the two 👍

  • @OmeedNOuhadi
    @OmeedNOuhadi หลายเดือนก่อน +1

    👏👏👏

  • @Jorge-vv8cy
    @Jorge-vv8cy 4 หลายเดือนก่อน +1

    This is the kind of things that makes internet cool.

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน

      @Jorge-vv8cy Thank you so much, that is a super high compliment 😄

  • @theMindRobber1
    @theMindRobber1 4 หลายเดือนก่อน +1

    On the "adding more colors" section, how did you get the white highlight on the sphere?

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      The answer to your question is actually on my Patreon 👍

  • @Damian_h
    @Damian_h 2 หลายเดือนก่อน +1

    bro im new to blender and i have a question let say i have my own textures for my character where i should plug it in this shader? maybe a mix node combined with a image texture then to plug it into diffuse BSDF or where?.

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      Hey, @Damian_h so sorry for my late reply! You ask a great question, and are pretty spot on with the answer too! You would use a mix color node to connect both your character's image texture and the cel shader, and set the mix color to either overlay or multiply, whichever looks better to you. I go into a little more depth on this in another video I'll link below with timestamps. I hope this helps, but let me know if you have any more questions!
      th-cam.com/video/XUredxyRLB0/w-d-xo.htmlsi=px9oWk188lKvsg_u&t=316

  • @MarblaGarb
    @MarblaGarb 5 หลายเดือนก่อน +4

    This can be taken a step further using a mix shader after the combine color node. Take the factor of the mix shader and plug it into a color ramp, set to constant and for the factor on the new ramp, plug in layer weight facing. On the bottom node of the mix shader put another diffuse

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +1

      @MarblaGarb how interesting, I can't wait to try that!

    • @TactfulWaggle
      @TactfulWaggle 4 หลายเดือนก่อน

      Wait what is that meant to do? lineart? rim lighting?

  • @rajabwali3373
    @rajabwali3373 6 หลายเดือนก่อน +1

    I have seen a lot of good tutorials on anime shading but your's is the one I can relate to most. Many thanks!.
    Btw, is it possible to do this same setup with inner-line textures? (Royal skies shading style, if you have checked that out.)

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +2

      @rajabwali3373 I'm so happy this helped, and that you could relate with this tutorial!
      Yes, I've used Royal Sky's tutorial on inner-lines, and it should still be possible to mix that method with this way of cel shading. I would recommend plugging the image texture you are using with the inner lines directly into the color input of the diffuse bsdf. But if you get inconsistent shadows using that method, I would instead connect the image texture to the "A" input of a mix color node that is set to overlay, and plug the cel shader to the mix color's "B" input. I hope that helps answer your question 😁

    • @rajabwali3373
      @rajabwali3373 5 หลายเดือนก่อน +1

      @@ComfeeMug It worked, thanks!

  • @lumina_edits
    @lumina_edits 5 หลายเดือนก่อน +1

    00:07 there is another way to make cel shaders in EEVEE by just pluging a principled bsdf node to a shader to rgb node then to a color ramp set to constant and finally pluging that to the output
    (that's just the same but that's how I do it)

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @quadsquid Yes, that is probably the fastest way of making a cel shader. But the problem I ran when I would set it up that way was that the color of the cel shader couldn't react to the color of the light in my scene. This tutorial was supposed to address that problem and make cel shaders have the ability to change color with the color of the light. But, if your light is always going to stay white, the cel shader setup you proposed is absolutely the easier method 😊

  • @novakmilekic7533
    @novakmilekic7533 6 หลายเดือนก่อน +2

    could this work for game creation like importing the model with the shaders in Godot? (I'm still new so this might be a dumb question)

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      That's a great question! As I am very new to Godot, my knowledge of the game engine is limited. But in short, what I have seen and read says it is possible with blender add-ons made for exporting blend files to Godot. I'm just not sure what those add-ons are.
      I'm sorry I couldn't give a definitive answer, but I'm excited for your game! 😄

  • @thequietkid1548
    @thequietkid1548 6 หลายเดือนก่อน +1

    Hey do you use goo engine for npr or stick to the default blender for your works?

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      @thequietkid1548 I just use default blender as of now, but I am interested in trying the goo engine at some point! If I make any tutorials using the goo engine I'll be sure to make that clear in the video and title.

  • @Nohandlesareopenahhhhhh
    @Nohandlesareopenahhhhhh 6 หลายเดือนก่อน +1

    This is amazing insta sub

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      Thank you!

  • @alyon59
    @alyon59 6 หลายเดือนก่อน +2

    Since it is based off of actual lighting would using textures also work with this shader?

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน +2

      Great question! Textures should work if you use a mix color node to connect both the shader and the texture just before the material output connection. The blending mode will depend on your texture's color, but if it's grey scale I would use the "overlay" blending mode.

  • @lupulo89
    @lupulo89 3 หลายเดือนก่อน +1

    I have a big problem, the darkest color doesn't change when I modify the sunlight color, and moreover, the dark color has a strangely jagged edge. The sphere is smoothed, but the darkest color has many separate teeth around the sphere 😭

    • @lupulo89
      @lupulo89 3 หลายเดือนก่อน +1

      forget it, was because i had 4096px on cascade size on shadows 😅
      Although I still have an error, if I make the background black with a strength of 0, the texture breaks a bit, and the shadow turns gray 🤔

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      @lupulo89 I'm glad you were able to fix the pixelated shadow problem. As for the shadow color and value, changing the background color should adjust the color of the darker shadow, and if you want the background to be black without the strange grey shadow, just have the background have a value slightly over 0. I believe the shader should still work if the background level is at 0.2 and above, but just try slowly increasing the decimal value of the background until the grey shadow isn't there anymore 👍

    • @lupulo89
      @lupulo89 3 หลายเดือนก่อน

      ​@@ComfeeMug oh, it works! I moved the strength and the value to 0.001 and it worked 😄 thank you!

  • @abhishekpro1
    @abhishekpro1 2 วันที่ผ่านมา

    I have a textured character in blender.... how can i change it to cell shader look

  • @inspector_beyond
    @inspector_beyond 5 หลายเดือนก่อน +1

    I still didn't understood how you added the highlight. Plus, for me the duplicated BSD ColtoRGB and ColorRamp nodes don't do anything on the model I use. Can you explain more thoroughly step-by-step on what I should do?
    P.S. The model I use is not of my making, but I am trying to mod it for the game. So materials, textures and etc are not changed from vanilla.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @inspector_beyond thank you for taking the time to ask, I am more than happy to help ☺️ The rest of the tutorial explaining how to add a highlight and darker edge is available on my Patreon for supporters. But I am curious to know what exactly isn't working when you duplicate the diffuse bsdf, shader to RGB, and color ramp. If you connect anything to the color input of the new diffuse bsdf, like another shader or texture, it may not work. But if you haven't connected anything to the color input, and you have the same value settings as shown in my tutorial, you should be able to change the colors of the new color ramp (keeping their values at 1) and get different colors.
      You said you are using a model with already existing materials and textures. There may be a problem combining those existing materials with the cel shader. So, I would first recommend going through my tutorial with a blender generated object, not a preexisting model. If it works on the blender object, the problems you are facing may have to do with the model's file.
      I hope this helped, but if you are still running into problems with this shader, I'd love to help you more over on my discord channel so that you can share screenshots of your model so I can see what may be happening more clearly, and be able to help you better 😊

  • @bobalinx8762
    @bobalinx8762 5 หลายเดือนก่อน +1

    How did you make the rim light? You never showed that step.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @bobalinx8762 I actually saved that part of the tutorial available for my Patreon members. It's not a free membership perk, but I will be coming out with a couple free things on there in the near future 😁

  • @user-pc6ty1nh8g
    @user-pc6ty1nh8g 5 หลายเดือนก่อน +1

    This is so awesome! It's precisely what I needed. I was overcomplicating it so much. Can you make a tutorial to add a texture image to the nodes so that it also reacts to the colored light? Or maybe a response to this comment will suffice. I hope it's not too difficult.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +1

      @user-pc6ty1nh8g I'm so happy my tutorial could help you make things easier! Of course, I am more than happy to help!
      I am currently working on a video that explains this in a little more detail, but basically, instead of plugging your image texture into the color input of the diffuse, you will want to add a mix color node set to multiply with the factor all the way up. Connect your desired texture to the "A" input of the mix, and the cel shader to the "B" input, and connect the result of the mix to the material output.
      I hope this helps! Thank you for asking such a great question 😁

    • @user-pc6ty1nh8g
      @user-pc6ty1nh8g 5 หลายเดือนก่อน +1

      @@ComfeeMug I tried it that way before and that takes care of the shadows I think. But not the colored light that changes the hue and saturation of the image texture. I tried also combining the output of a "multiply mix" and a "hue mix" using a "color mix". So far this combination has given me the best results. But I feel there's still room for improvement. I'm a beginner and I'm learning using videos like yours. So I really appreciate your work. Thank you very much!

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @user-pc6ty1nh8g Interesting 🤔 First, I want to do that I'm very excited for you, that you are learning blender! And I like the way you're thinking with using more mix color nodes set to different options.
      After reading your reply I went back to check if the method I shared in my previous didn't work like I thought it did, but it was able to change with the color of the light. If you set the mix to overlay you should be able to get a similar result just with shallower shadows.
      I'm curious, what version of blender are you using? Sometimes the nodes react differently based on the version. I am currently using the most recent 4.0 version, so the multiply mix and/or overlay mix should work if you have the latest version. Let me know if it still doesn't work and I'll do more research to figure this out 😄👍

    • @user-pc6ty1nh8g
      @user-pc6ty1nh8g 5 หลายเดือนก่อน

      @@ComfeeMug I'm also using 4.0. The problem might arise in the fact that I'm not familiar with what I'm doing hahaha But thank you so much! I'll keep tweaking and trying with what I've learned from you.

    • @user-pc6ty1nh8g
      @user-pc6ty1nh8g 5 หลายเดือนก่อน

      What I'm attempting to do is replicate the light effects that the 2003 Clone Wars mini-series by Gendy Tartakovsky has. The color of the shaded areas always remains the same. The color of the highlighted areas is usually the same unless there is only the light of a lightsaber involved. In those cases, the highlighted areas have a big change in hue saturation and value.

  • @karpen3054
    @karpen3054 6 หลายเดือนก่อน +3

    Hi, im new into blender i want to ask question. What if our model have an image texture. Where i put the image texture node. Thanks

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      @karpen3054 That's so awesome, welcome to the blender community! Great question! May I ask, is your image texture just black and white, or does it have more colors?

    • @karpen3054
      @karpen3054 6 หลายเดือนก่อน +1

      @@ComfeeMug thanks for replying, my image texture is colored sir not black and white its a baked image texture i hope my english isnt confusing

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +1

      Hi @karpen3054 thank you for your patience, I am just seeing your reply. I'm happy to help, and your English is very good 😁 You can try plugging the color of your image texture into the color input of the diffuse bsdf, but the shadows may not fully align with each other depending on the colors in the image texture. So, if that doesn't work well, I would recommend adding a mix color node set to Overlay. Plug your image texture directly into the "A" input of the mix, and the cell shader into the "B" input. You can adjust the cel shader's color ramp however you would like, but make sure the diffuse is set to white. That way you will get even shadows around the entire thing.
      I hope this helped!

  • @arpadpinter6050
    @arpadpinter6050 4 หลายเดือนก่อน +1

    any way to make the shadows change color based ont he light source too?

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      The shadows should be changing color based on the lighting with this shader already, but if not, it may just be a bug in the system. I had the same problem one time and just restarted blender and it worked fine afterwards.

    • @arpadpinter6050
      @arpadpinter6050 3 หลายเดือนก่อน

      Tysm for the reply. I think i may have linked something up wrong 🥲. RIP to my 20 materials that i have to go and fix rq

    • @arpadpinter6050
      @arpadpinter6050 3 หลายเดือนก่อน

      Ok, easy fix, not sure what i connected incorrectly but it works flawlessly now!

  • @voltavegas5897
    @voltavegas5897 หลายเดือนก่อน +1

    How do I make an image texture for this

    • @ComfeeMug
      @ComfeeMug  หลายเดือนก่อน

      @voltavegas5897 That is an interesting question that I'm not 100% sure of the answer if you are trying to make it a working shader. What software are you wanting to recreate this shader in?

  • @BumpDev
    @BumpDev 6 หลายเดือนก่อน +2

    I had an issue (also I think my comment got deleted or something) but somehow when I made a new project it was fixed.

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      I'm glad to hear the issue was fixed!

  • @legologo1
    @legologo1 3 หลายเดือนก่อน +1

    how how do you make this work with image textures?

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน

      @legologo1 You will just need a mix color node set to multiply or overlay, and connect the image texture to the A input and the cell shader to the B input. I go into this in a little more detail in my Painted Cel Shadows tutorial. I'll link it here:
      th-cam.com/video/XUredxyRLB0/w-d-xo.htmlsi=defMvC8_3e3bLz6I&t=320
      I really hope this helps!

  • @akseljude3881
    @akseljude3881 5 หลายเดือนก่อน +1

    the color ramp doesn't seem to be working for me, the back half of my object is pure grey instead of the darkest gradient of my colours, not sure what im doing wrong :(

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน

      @akseljude3881 Interesting. If you delete the last color stop on the color ramp that is making it pure grey, and add a new one with maybe a lighter value, does it still not work?

    • @palookadventures5694
      @palookadventures5694 4 หลายเดือนก่อน

      @@ComfeeMug Hey there! I'd been following this tutorial as well when I stumbled across this exact same issue - the problem seems to arise when your initial Diffuse BSDF is wholly white, and your lights are any colour other than white... So it's basically the worst problem ever if you have any asset that needs to be white 😅 Would you happen to have a solution, by chance?
      Edit: Ah, I figured out the issue - it has something to do with editing the World's BG node's colour to anything other than, you guessed it, white. That should fix the problem immediately, but it still stinks if you need said colour to be something else... A workaround would certainly be nice to have! :3

  • @Mbora255
    @Mbora255 3 หลายเดือนก่อน +1

    Why does it turn into black when i change the color of my sun. If i turn the diffuse color into an Orange color and then turn the Sun color to blue. It acts as if there is no light. Why does it act that way???. Sorry for disturbing you sir.

    • @ComfeeMug
      @ComfeeMug  3 หลายเดือนก่อน

      @Mbora255 You're not disturbing me at all, haha 😄 This shader works by combining the color of your shader (orange) with the color of your sun (blue). Depending on the saturation of the blue and orange, if you mix those two colors together in general, you'll get a really dark brown and sometimes even a black color. Usually the greater the saturation of these two colors mixed together, the darker the result you will get. That's probably what's going on with your shader; the shader is reacting to the light in your scene, and technically is "lit." But the result of the orange and blue combination probably makes it look like there is no light in your scene. I'd recommend just turning down the saturation of either or both the sun and shader color, or adjust the blue color of the light to be different enough to still show the orange color while also being blue, still. Maybe just a lighter blue. I hope this helped 😁

  • @enshinir3544
    @enshinir3544 4 หลายเดือนก่อน +1

    Does this work with image textures?

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน +1

      @enshinir3544 Absolutely! I answered a similar question and how to add image textures in a few of the other comments of this video, but I explained the process further in my "Painted Anime Cel Shadows" tutorial toward the end when I show how to add an additional texture using a mix color node set to multiply or overlay.

    • @enshinir3544
      @enshinir3544 4 หลายเดือนก่อน +1

      @@ComfeeMug I will check it out thanks, great content btw

  • @xenon7n342
    @xenon7n342 4 หลายเดือนก่อน +1

    what if you want to add image textures tho

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน

      @xenon7n342 that is a great question! Basically, you just need to add a mix color node set to overlay or multiply and connect your image texture and this cel shader to that, and connect that mix node to the material output.
      I answered this question in much greater detail in another comment under this video, and also in my "Anime Cel Shadows" tutorial as well if that helps. But if this doesn't work and you have more questions, let me know and I will be happy to help 😁

    • @xenon7n342
      @xenon7n342 4 หลายเดือนก่อน +1

      @@ComfeeMug what if the texture has transprent parts? ',:|

    • @ComfeeMug
      @ComfeeMug  4 หลายเดือนก่อน

      @xenon7n342 I'm just seeing your reply. It should still work with transparent textures. You may have to adjust things a little, but it will generally be fine with the current node setup 👍

    • @xenon7n342
      @xenon7n342 3 หลายเดือนก่อน

      @@ComfeeMug it doesn't. the transparent parts are replaced by black.

  • @lutzilutz9123
    @lutzilutz9123 2 หลายเดือนก่อน

    Amazing ! But ... in your example, sometimes in dark area the color isn't uniform. Other than that, really nice shader !

    • @ComfeeMug
      @ComfeeMug  2 หลายเดือนก่อน +1

      @lutzilutz9123 Thank you, I really appreciate that! And you're definitely right, there is a bit of a misalignment at times. I'm still working to see if there is a solution for that, and if I find one, I'll make an updated tutorial for that.

  • @randallwhiteis
    @randallwhiteis หลายเดือนก่อน +1

    I have no idea how to get the shader to rgb...

    • @randallwhiteis
      @randallwhiteis หลายเดือนก่อน +1

      Ah, you have to have eevee on

    • @ComfeeMug
      @ComfeeMug  หลายเดือนก่อน

      @randallwhiteis Glad you were able to figure it out 😄 All of my current tutorials are in EEVEE, so there may be a few things that are different in Cycles.

  • @BumpDev
    @BumpDev 6 หลายเดือนก่อน +1

    Your discord server invite is invalid, make sure to set its expiry to never.

    • @ComfeeMug
      @ComfeeMug  6 หลายเดือนก่อน

      Thank you for letting me know! The link should be working now.

  • @Precap_shorts
    @Precap_shorts 5 หลายเดือนก่อน +2

    outstanding video!!!!.... can this technique be used in shading for short anime??😅😅😅😅 I think i am asking a silly question.

    • @ComfeeMug
      @ComfeeMug  5 หลายเดือนก่อน +1

      @1manshorts763 Thank you so much!! 😄 Absolutely! You can definitely use this technique to shade your anime shorts 😁

  • @user-ug6hh4qg3n
    @user-ug6hh4qg3n 6 หลายเดือนก่อน +3

    Cool, I am new sub. Hi hi :) Submarine ~ ~