How to use the Blender Live Paint Filter

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all right guys uh this is just a quick tutorial on how to use the blender Live Paint filter in your own scenes and projects it's not going to be very long it's not super complicated I just kind of want to walk through how you can append it into your own scene and start your projects okay first off I know that you probably just downloaded three different files so if you look over at the files that you downloaded you'll notice that there is one that is called a pinned object paint filter 1.1 or 1.2 this is what you're going to be using whenever you are trying to add the filter into your own scene so definitely remember that we're going to go ahead and show you how to add this into the scene not very complicated but all you need to do is let's go ahead and get into blender have your scene which is not very complicated in this case it's just a cube uh with a plane on the bottom to show the shadow um I also have my camera and then a point light that is all it is in my current scene um but keep in mind one thing that I am going to show you is that the topology is a little dense uh this is on purpose because it adds to the overall effect of the final piece it is not necessary but it does add to it and I'll kind of show you that uh in a minute but yeah okay so what we're going to do is go up to file and find the location that you saved the files and then make sure you're using append object like I just said paint filter 1.1 or 1.2 go ahead and say pen you can go into the object and then append object paint filter that is all you technically need so you don't have to append the entire scene just the append object paint filter it is now in your scene now you're wondering what is it doing because obviously it does not look correct how it's down here below the screen I understand um but what you're going to do is just go into the options for the modifier itself this is where all the geometry nodes options will be and this is all you should really have to mess with you should never have to actually go into the geometry nodes themselves but if you want to you definitely can I'm just telling you the majority of the settings and options are all right here for your use so what you're going to do is first up set up your scene to work for the specific filter in this case what we're going to do is grab our two objects in the scene you don't have to do like your point light and your camera or anything just the objects themselves and add them to a new collection let's just call it C case there we go and I'm just going to kind of move it up to the top here I'll switch over my camera so where you can kind of see what my current scene looks like it is at the top and bottom right there very easy to understand not too complicated but next what we're going to do is go ahead and grab our append object paint filter and we are going to add in our scene so if you look right here we can add in our scene okay not too crazy but it is kind of starting to make a little bit more sense I hope next up we can do our key light this is a new Option this was just added a few days ago this is where we can actually capture the lighting in our scene to where our paint Strokes will basically follow our shadows it's a lot of fun all you have to do is just select your key light in this case the one that is going to be the most influential on the Shadows that you're casting normally that is only going to be one if you had diffused lighting I would not even turn on this uh option in the first place it is not necessary in this case so I would just keep that off and not even add in the key light itself but if you do have hard shadows in this case for our scene we do then it would be nice to go ahead and add in your key light next up is uh your camera so let's go down here and add in our camera uh in this case very simple right there okay now we have it in front of our camera that is all you should have to really do to um attach it to your camera now it should follow it around and always be in front of it but as you can probably see it is a black glob the reason is because of the settings that we currently have in our render settings so first off this requires Eevee it will not work in Cycles directly you can do a cycle of render and then input that render as an option in the paint filter settings right here but what we're doing right now I just want to show you how to make it work in EV itself um with the screen space Reflections you will have to have that on go in there and turn on refraction and then you'll notice automatically suddenly our scene kind of appears in here it's really cool because that is how this entire thing works it is basically uh reflecting it like a mirror and you're seeing it from the opposite side of the mirror which is really cool so yeah definitely turn that on I would turn down Edge fading all the way to zero uh you can turn down your Trace Precision or turn up your Trace position Precision to one if you want um that's just an option and then if you go down here I would also turn up over scan to 10 or maybe even 15 this will just uh extend the bounds of where the refresh the refraction Shader is basically working uh and it will give a bit more detail and fix a few of the issues that you might have with this uh filter so yeah definitely try to change those settings but now let's hop back over to the filter itself first off we can already see that um we're kind of getting a bit outside of our canvas the best way to adjust that is by adjusting the camera padding you can basically pad how much you want it to go in or out if you want your entire scene to be filled with a painting you can definitely do it you just need to increase uh the padding or in this case decrease it to where it is going outward instead of inward um not too hard to understand but I just want to make sure that you get that okay so now I'm going to kind of walk you through what each of the settings are for the specific paint filter it is not too complicated uh don't think of it as too complicated but basically all it is doing is creating line art from your original model and then it is creating Shadow line art as well The Strokes of this filter are basically following that line art and that is what creates the overall paint filter so if we take a look here we can look at what our Uh current line art looks like now you're wondering maybe what is this line that's going around here that is from the light source itself if you have a point light in your scene and we're using that as your key light it is going to basically create a circle around it including the cast Shadows that it is creating in the scene um it's just going to be there I'm going to tell you that right now but it's not necessary if you want to turn off the line art itself for the Shadows you can that is definitely an option it's right here with the shadow line art you will have these uh these Long Shadows coming out because as you can see it is still technically a circle going around but it's a soft Edge we're not going to have a soft Edge in this case we're going to have a hard Edge but it is still nice for our Strokes to basically follow that line that is going right there so okay now we can go ahead and toggle off our check line art kind of view everything how it is if you want to see it without the shadow you can see that there is definitely a difference let's go ahead and increase our detail level there's definitely a difference right here we don't see uh The Strokes kind of following the line art itself but it definitely does add to the overall effect so I I recommend to use it but it is not necessary all the time okay next up is what I just used with the detail level this can basically increase or decrease the detail of our overall scene you can add a lot of detail um I don't recommend using too much if you do it's going to be pretty taxing on your system um but also it might not actually give the painterly effect that you're trying to go for for this final effect so maybe just kind of keep it around four I would say three or four is probably the best um for the overall effect that you're probably trying to get across um your details are going to determine or be determined by your scene so if you have more objects in your scene it's going to be more detailed the reason is because of that line art the line art is not only just showing the direction of The Strokes but it is also influencing the scale of each of The Strokes so if you notice if you zoom in you'll see that we have smaller scales right here on the edges compared to the bigger scales down here where there is no detail so that's a good thing in most cases but if you want to add in that detail back over all you have to do is just kind of have more objects in your scene not too complicated next up we have our Min and Max Stroke Scale all this is basically doing is just change the scale of like your Strokes in your scene so you have your minimum which is near the line art and your maximum which is away from your line art you can just adjust that to kind of add the overall effect that you want for your scene if you want them to both be the same they can be the same but I recommend kind of having your details and your abstractness separate that's what this kind of adds into your scene so you can have a higher up in your middle if you want as well um so like so your minimum is a little bit bigger and your maximum is still pretty big that is definitely an option okay but now you might notice something before we head on to like your other options launch these black lines here these are not hard to remove all you have to do is go into your camera settings and then increase your clip distance just a little bit not too much but it should overall get rid of those black spots all over your scene that is going to be something you'll have to kind of adjust depending on the specific scene sometimes it can be a very small number sometimes it has to be larger that is all up to the project that you are working on at the moment okay let's get back into our options if you look through here we'll see that we also have our paint color filter this is one of my other products that I have on gumroad and blender Market if you want to download it but it is already added to the uh paint paint filter for the actual blender scene right now you can see that if you just scroll through it it will kind of add a few filters to the overall scene these are from famous painters if you want to use it it's a lot of fun it adds a bit more Unity I think to the scene it technically is using the same colors but is limiting the color palette of what it is using so in this case this one right here is using the Zorn palette which only uses a few colors specifically black white yellow and then red it doesn't use any blue so that is kind of the unique thing about it but it has a very cool unifying effect to it and it's very popular for painters to do that whenever they are creating their seams so if you want to use that you can if not just keep it at zero next up we have our Hue and value variation I recommend keeping these pretty low you don't have to increase them too much if you do then it's going to get a little bit too abstract so in this case we have it all the way up to one you can see that it looks a little bit too abstract we don't want that um most of the time now if you want you can totally do it but I'm just telling you in most cases I would keep it around 0.2 or maybe even 0.5 but I think that adds a good variety with the colors that you're using as if they were actually mixed with real oil or acrylic paints but it also doesn't make it feel like it is out of place or very random almost next up we have our bump strength this is just determining the overall bump of each of your Strokes in your scene so you can see right here we have very strong bump at the moment or uh almost like a normal map but it's technically just using a bump map in the Shader editor very simple but you don't have to have it very high up to give the overall effect I recommend maybe around 0.2 as well or 0.5 you can go all the way up if you want or even surpass that and keep on and keep on going up but it's going to get very very busy very very quickly so not necessary but you can keep it at whatever you want in this case I'll put it at 0.5 next up we have our transparent background options now this is not going to be easy to see without using our transparent option in the background now you can notice that we if we turn go to film in our render settings and then turn on transparent we automatically get this black or this transparent box kind of around our canvas this is nice it is really good for rendering if you want to make this for a specific mock-up or something that is always going to automatically be on there but if we want we can also remove the canvas and just have our painting itself now with this if we also increase it to two what it is actually doing is making it to where all the objects in our scene will actually disappear with it so like if you do not have let's see if we delete this scene completely all we have is just the Box itself that can be nice if you have say like a background of um perhaps an HDR or something like that or an image it will still display it in one but in two it will only keep the objects that you have in your scene so that is nice to have it's not necessary for most renders but I like to still have it there you can turn off your canvas or keep it on as well that is totally up to you next up we have our camera options now this is where things can get a little bit complicated if you have already messed with your camera options before um for the default camera that is normally in your scene it's going to be 1920x1080 and then your field of view is just going to be at 50. so that is what I have it on for the default but if you ever change these settings you need to make sure to also change them in your your actual paint filter options as well so let's say we change it to 9 20 by 1080. now you can see it's no longer following the camera all you need to do is go into your options for the paint filter and change it also there it should automatically adjust and fix everything for you um it's not going to always be perfect but it is as accurate as I could do it in Geometry notes just keep that in mind next up we have our field of view same thing if you are making any changes to your field of view within your scene so if we want to kind of zoom in a little bit we might have our field of view at 85 instead all you have to do is kind of save that right here and there we go now it is all affected and it is fixed yeah that is pretty much how the camera settings work if you want you can add drivers right here by just going to the specific settings and then saying copy as new driver and then paste driver to where now if you change the overall setting right here it will automatically adjust it in the actual scene as well for the filter which is really cool it's not necessary but it is nice to know that you can and automate it in some sort of way I hope in the future that blender will add like geometry nodes that actually will give us the camera information the field of view and the resolution but at the moment we don't have that so okay next up we already talked about the camera padding is basically just the uh amount that the paints is going to go in or out from the camera itself that is up to you and what you are trying to do with the filter so yeah and then last we have our baking this is a lot of fun because what it will do is basically show you the base color and the normal map of uh your scene so you can actually render these out and maybe use them in another uh scene of some sort if you want to actually make like say a painting for a medieval castle or something that's going to be hung on the wall you can use this by rendering it out and then applying it to a specific plane of some sort so that is definitely an option as well if you're going for just a flat Illustrated look I also recommend just using the base color for your scene because I think this looks really cool for just pretty much any animation because it's capturing your light and your shadows still but it feels a lot more flat and that that is a good thing for some specific illustration styles that you might be trying to achieve so yeah that's the baking and then we just have our seed which is just a random seed per frame that you can use if you want you can use hashtag frame and it will automatically use whatever frame you have in your scene to be in in that specific part so it's a lot of um settings and a lot of options for whatever you're trying to do in your specific scene but it is a lot of fun to use um I recommend using this for pretty much any type of paint really effect you want but it can be a little bit finicky sometimes just be aware of that if your scene is very complicated and very uh heavily dense you can expect a few issues mainly with the line art itself that can cause a few issues but you just have to kind of be prepared for that at times so yeah thanks for watching this video if you have any other further questions please leave a comment down below or email me um please do not hesitate to reach out I will try to help with whatever issues you are currently having thanks so much for watching I'll see you guys another time bye
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Channel: Tradigital
Views: 94,273
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Id: KfaCCGJzj1g
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Length: 15min 54sec (954 seconds)
Published: Sun Jan 29 2023
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