How to make the Perfect Toon Shader in Blender (Goo Engine) - The Shader Info Node

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello and welcome to another goo engine tutorial where we're going to talk about the Shader info node I know a lot of you guys were asking about how to set up a tune Shader especially with textured characters and stuff like that but that's why I'm here so I'm Professor goo and I'm going to teach you guys how to do exactly that it's pretty simple honestly it'll take us like five minutes uh don't ignore ignore the fact that this video is way longer than five minutes but it's fine you'll be fine all right so check this out um I've already debuted this sort of like Shader setup in the getting started guide which I do recommend you guys check out if you haven't already it's on the channel but we go over some of the benefits of the Shader info node and what makes it different from the default diffuse diffuse based toon Shader which you can do in Native blender but what we're going to do is we're going to talk about how to set up a tune Shader and maybe even get something that looks a bit like this like we have this yamiko uh character which I've just set up with a basic basic tune Shader um with some very basic normal editing but I'm going to talk about you know that that a bit later I won't be able to share this file because genjen I'm not supposed to share gentian models technically I believe um but uh you can get the MMD files you know in the link down below it's on their official Billy Billy page you know all that good stuff so what we're going to do is we're going to actually build a tune Shader from scratch together we're going to start with the native blender diffuse based toon Shader that'll make sense in a little bit and then we're going to rebuild that tune Shader with the Shader info node which is basically doing this step by step in case you guys want to understand what each node does and then we're going to show you guys how to do it with textures so let's let's get started I'm going to create a new tune Shader I'm just going to call it tune Shader with all caps because I'm excited so we're going to change this uh principled bsdf with a diffuse bsdf simple I'm going to assume you guys are familiar with blender by the way if you're not you know you can check out the blunder fundamental series blah blah blah that's me all that good stuff so let's take a look at the diffuse bsdf output it's very simple very gray scale you can see there's some Terminator artifacts there um it responds to light it also responds to the ambient color of the world and stuff which is all Gucci but what we're going to do is we're going to transform this into a tune Shader so I'm going to convert this with Shader to RGB which is necessary to change that Green Dot into a yellow dot sorry that's the wrong one a yellow dot with color ramp or did that feeds in the color ramp so that yellow dot is now an RGB output uh which also goes into the the value output which is black and white but anyway the yellow connects the gray but the green doesn't connect to gray excuse me I promise that makes sense uh you got you blender users know that this totally makes sense okay so um what I'm going to do is I'm going to then clamp this or ramp this to be whatever I want and as you can see we already have a tune Shader that was fast look at that look how fast that was um so what I've done here is I've actually squeezed two uh lines together essentially on the color ramp node which allows me to get a very very quick transition between white and black um but like it's a gradient if you don't want a gradient if you absolutely know you want a a solid line just use constant it's the same thing and it's a little easier because you only control one line just a bit more convenient so we're going to use that and then we're gonna use a color mix node uh stick that into the factor instead and what we can do we can just we can just change our our color inputs now the the color one is technically the Shadow and color two is the lit side this is just you know how things are um so that's a little confusing you can always switch it in the color ramp node but it's a little weird to be honest anyway um and there you go you can choose your colors so basically it's just diffuse convert it into color put it through a color ramp ramp the colors into black and white and then change that black and white and map it to two of your favorite colors uh for me I choose like a little royal blue and a little cyan um I don't think that's royal blue but whatever uh but yeah as you can see you can try to change your colors to whatever you want now it's very important that you can change your colors to whatever you want an important aspect is that this Shadow color should be different considerably different from the lit color a lot of tune shaders work they operate with like oh the the shading color will be a slightly darker version of the lit color and like automating that process doesn't really work because 2D artists have full control over their shadow colors and 3D artists tend to get a little lazy with that letting the lights decide and stuff and that's what gives away the CG so if you want to do NPR you need to have full control over your colors and that's why we have this so uh yeah it's like I don't want to say in there and like if you want to have like a more greenish Hue you can you can have that um different shadow colors sort of dictate certain things just a general rule of thumb by the way if you have like less contrast in your in your shadows something like like uh you know something like this uh where it's like like something like that where it's like a it's a brighter shadow this tends to imply uh subsurface scattering which implies that it's a softer material slightly translucent so this works for like snow or fur or something like that um and then if you have like a really really like sharp contrast you know something like this like for example if I were to go more into this territory and then more into this territory you might be like hey you know what I think that's like that that harsh Shadow I think that's like metal or something you know like something like that that's the general rule of thumb uh obviously colors are very complicated you're going to want to learn more about them um but uh yeah just be able to change your colors to whatever you want that's an important part of NPR so this is why the tune Shader exists and this is how we set it up to get exactly the control that we need now quick tip go to your render settings scroll all the way to the bottom and check if your color management is on filmic or standard default is filmic filmic will wash out your colors like this which is not great for NPR it's it's great for photorealism but not great for NPR so if you want to have this anime style the cartoon style you're going to want to do standard so you have your actual colors showing through um but yeah so that's what we're going to do there this is the native blender two and Shader now let's do our tune Shader the Shader info one um rebuilding this tune Trader from scratch with only our nodes or our Shader info node out but we're going to construct this diffuse Shader in a way that we have more control but all the same features so a couple things that the diffusader does have just to run through it they do have cast Shadows that's pretty cool they also have Terminator artifacts which is you know not a bug it's a bug um so Terminator artifacts are annoying but it's built into the default tomb Shader because again you only have one input they also have this annoying thing where you can change the the world uh color and stuff and it'll change the threshold of your values because it's technically changing the value of your of your of your base input which is kind of annoying so that's that all that it gets combined into one pass and then you pass it into a single color ramp node that's what you get you get a really messy output so if we rebuild it with the Shader info node I'm just going to drag this material output down so we can sort of see it and we're going to go here so this is the diffuse Shader wait hang on actually let me keep this one alive I'm going to keep you alive um I'm going to call it a bad tune Shader bad yeah because it's it's bad um but we're gonna keep this one uh to be ours so the few shading um the diffuse shading pass of our Shader output node is just the shading and no cast Shadow so you can already see there's no cache Shadows here there was before we can actually hit Ctrl shift left click uh with the node Wrangler on which is an add-on node ringer is great if you don't already use it but Ctrl shift to left click will let you use a viewer node to uh to see what's going on but yeah so the cash Shadow output is obviously got the cash Shadows it also has the self Shadows right now because we don't have this checked so we can go and check that real quick check self shadowing this is a goo engine exclusive um I mean this whole Shader info node is a good engine exclusive so I hope you guys enjoy it but um self Shadow is now separated so all those Terminator artifacts are now on a different layer which is nice and so is the ambient light so the ambient light is uh like this stuff right so all those colors and stuff and the values get baked into this layer instead of the few shading layer which is very nice so let's take a look at what we can do with this I mean we have four layers how do we blend layers with blending modes so let's just multiply it we multiply cast Shadow with shading and boom bada bing bam you have cash Shadow with shading uh what's cool about this is because we've separated the self Shadows with cast Shadows you can already tell that it's a lot better so I'm going to add another multiply here just to add the self Shadows back in just to compare you know what it looks like bam gone there gone there gone so you can just turn you can turn them off now which is amazing so um I'm just not going to mix them in at all for now so they're just gonna leave I'm gonna leave that output unconnected uh what else I'm gonna do I'm also going to add the ambient light in even though we probably don't want it I'll show you how to do it if you do just change this multiply to add and you're good to go so you can kind of see how that works I'm going to change this to like blue or something you can kind of see how that works so you turn it off it's not blue at all you turn it on it's blue so you're you're losing that environment influence which can be a good thing if you're trying to control your tune Shader threshold um and so yeah let's bring this back to whatever color that was I don't know gray or whatever there we go so that's pretty cool I'm going to leave that connected just so we can see the difference later and then I'm going to hit a converter actually wait before I do that let me just compare this is our diffuse Shader this is our Shader info node Shader so you can already see they're exactly the same uh sorry hang on I got a I gotta I gotta be fair gotta add the Terminator artifacts back and now they're exactly the same look at that exactly the same beautiful um so you can trust that ultimately this particular actually I think technically it's supposed to be at 0.8 or something to get the exact there we go but you get the idea it's pretty much exactly the same what you have is a Shader that is exactly the same as the diffuse Shader with um more control you have all these separate layers you can have more control over what your output is so you can turn off the artifacts you can turn off the environment you can even turn off the cache shadows and everything looks beautiful um so hopefully that you know is enticing to you guys and once we do that we can have exactly the same thing that we had before which is just a single color ramp uh with a constant uh just bring that down to a good value I'm going to turn off those Terminator artifacts and then uh I will probably choose my colors with a mix RGB as we did last time um the colors last time hang on there we go oh let me delete that Shader info node here and then uh yeah this is just gonna be I'm gonna press e while hovering over this color block just to eyedropper tool that very easy and there you go um so that's exactly the same and my blender is just freezing now but that's fine it'll probably catch up soon too much awesomeness in one Shader no I mean it's not supposed to do this but I think it's got a memory thing going on because I got too many blenders open but basically there we go this is uh our basic tune Shader it is very very simple to set up but you get so much control over it again this is the bad one this is the good one this is the good one this is the this is the better one you see how much better it is I mean I mean there's yeah I mean look out of one of these is not like the others okay let me just say that much is that one all right so now that we've settled on that uh let me tell you guys how to use textures because a lot of you guys wanted to know specifically how do I use textures with a tune Shader easy easy easy so you know those color inputs right there let's just do a quick texture I want to do image texture I'm just going to make a UV grid very simple and we're just going to plug that in all right look at that now that's a texture very simple now if you want to have it to actually be a tune Shader of course we're going to do that what I'm going to do is I'm going to multiply this texture with um some sort of bluish hue so you get something like that I want to make it a little darker like that there we go and voila you have a texture with a clean tune Shader that is pretty nice I'm going to turn this off as well um no more ambient light for you uh but yeah you can see the cast Shadows are super clean I mean look at that now you may notice that the Shadows are a bit Jagged this is something that Evie has a problem with shadows in general are resolution based in Eevee but let me just give you a quick tip to solve that you want to have a smaller clip distance and you'll have sharper Shadows it's just it's just like it's a limitation of how the the shadow resolution works but it's just a little tip that can help uh if you do like 100 for example you'll get something like that you can see that there's a considerable Improvement between these two yeah so it's just a little fuzzy you can also go to your um your settings here it hits like 40 96 40 96 maybe not for both of them but you probably could depending on how beef your computer is and you just get a little bit nicer Shadows um but yeah so hopefully that makes sense um that is your textured Shader essentially looks pretty good um and then you might be wondering well how do we get something like this right so this is my uh yay Miko test I just did a little character test for a character that you guys can technically download not from me but from Billy Billy um the MMD models are there MMD but uh I can't give you this particular model I think because it's like it's Genji's model but if you guys want to download it the links down below and the Shader I will also provide if you have goo engine you can run it but essentially the Shader is exactly what we set up the difference is that it also has a rim light so this has a nice little Rim light to it um and you can kind of see it sort of accentuate certain parts of the geometry at certain parts of the silhouette if you want it to be one of the features is that it doesn't have a room light on the lit side it only has it on the dark side you can also flip that if you want you can change the rim light's intensity all these things it's a very simple Shader setup but I wanted to test it out on the character so that there you go you can just you know see it it technically Works uh the character doesn't have line art or anything but it gets the idea across so um let's take a look at how to add the curvature node to get our Rim light because we are using the goo engine curvature node yes that's right so this is very simple to add to be honest all we're going to do is take this output from the scene Rim I'm going to change the samples to four change this to 0.1 and change this thickness to 10. there we go um and then we're just going to go ahead and add this to our thing with a color Dodge there we go uh sorry flip that put that on the bottom and you can see there's a rim light so this Rim light is great but it's also sort of surrounded right so it surrounds the whole thing and if you like move the light it just it looks more like an outline I guess or like a sticker or something rather than an actual Rim light so we wanted to react to light like it did for yay Miko so what we're going to do is we're probably going to mix it with the diffuse shading yes that's right magic magic so what I'm going to do is I'm actually going to put the shading uh the shading the Shader info node um output for diffuse shading into our mix node here and I'm going to change that to Black there we go and as you can see there's a slight amount of it you can't really tell because of the the threshold so I'm going to use a color ramp here there we go look at that so now that we've color wrapped it to the same diffuse threshold as the shading you can see that it basically only lights the part that is dark and then the lit part is not lit it's not Rim lit it's lit but it's not anyway you get you get the idea visuals uh so uh we can also flip this technically if you want to so you can flip that around this way so there's more of a highlight and if you want to see it more clearly you can turn off these textures I'm going to turn them off real quick um and it looks pretty pretty so this is just how you set up a rim light um it's a fun way to do it it's up to you exactly how you want to do it but that's one way to do it uh you can also of course set this to linear so you want if you want like a more smooth like fall off or whatever that kind of stuff but uh yeah so that's the basic idea for Shader info node Shader uh you can see that there's all this control that you can have there's also technically if you guys want to know I believe at the end of all this you can technically multiply it by a color if you want to uh so like some people might be wondering how to just get a normal diffuse Shader let me just compare this real quick with a diffuse Shader here with the same color because some people like to put colors in their diffusers yeah so you can technically multiply the end output of these three blend modes uh with another you know multiply with a just an RGB and it'll pretty much look the same I don't have this on so I'm going to turn that on real quick but yeah it'll look pretty much exactly the same so that's how you get color into your diffuse if you happen to want that for you know our purposes for a tune Shader we don't we just want it to be black and white so it's fine so I figured I'd mention that one last tip but that's it for the Shader info tutorial we have everything you need right here um and uh you should be good to go to make your own shaders I really hope you guys are enjoying goo engine so far it's only been out for like a week I think and I've seen so many crazy things posted on Twitter and Discord already uh which is really cool but if you guys want to get Google engine linked down below of course um along with everything else but if you have any questions feel free to let me know down below or in the Discord I'll see you guys in the next tutorial or animation who knows bye-bye
Info
Channel: Professor Goo
Views: 139,007
Rating: undefined out of 5
Keywords: dillongoo, dillon goo, goo engine, tutorial, anime, npr, shader, toon shader, toon, cartoon, 2d, cg, blender, blender 3d, 3d, genshin
Id: iSPU-RaLxrU
Channel Id: undefined
Length: 19min 8sec (1148 seconds)
Published: Thu Nov 10 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.