Mastering Toon Shaders: Creating Stunning Lighting Effects in Blender | Tutorial

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I wanted to throw together this quick tutorial to  demonstrate how I got this neat lighting effect   on tune Shader what's interesting about this  method is we are not using the direct light   to represent the light value but rather we  are using a separate RGB note that utilizes   multiple lights to determine what parts  of the shading we use in our tune Shader   plus I figured out how to make  it Glow which looks super cool   some quick notes this is all done in EV but the  visuals that show how the actual lighting is done   is done in cycles for demonstration purposes so  I have the file imported I got it from miximo   I'm just quickly setting up the scene here  making sure to remove any materials along the way   I'm using a simple key light to get  an idea of where I want things to be now I'm going to adjust the world color to a  dark blue because it looks better than dark gray here I'm setting up the lighting  that will actually be used I'm using a red light and a blue light  to decide what the shading will do   I'll go into more detail in  a moment of how this works cool that looks whack let's move on to  the Shader so when a basic toon Shader   setup we take the output of the principled  bsdf and pop it into a Shader to RGB node   this inherently doesn't do anything but when  we add a color ramp boom now it's black and   white and ignoring the World Lighting color  which is what we want if I now change this to   a constant value we can move it around and  that's basically how a tune Shader works   the problem in this case is that the lighting from  all sources of light is impacting this character   I want to make a separate key light color  from the front light color like we had before   what we can do is use a separate RGB node that  I mentioned earlier this will separate the color   values into a red blue and green Channel this  means that we can take the blue values for   instance and plug it into a color ramp and now we  just get the blue light influence on our Shader if I add an emission Shader and  mix Shader we can now make it glow   that already looks super cool but I want to do  more let's make another color ramp this time   using our red Channel this will take only the red  light values to make a Shader influenced only by   that I added some additional mix shaders here  so we can make the globe work on this as well   in the image shown here I used red blue and  green channels in this tutorial though we'll   just use red and blue so here I'm just moving  the lights around so I get something I want and what's cool about this is that we can  use different materials in this instance I'm   modifying the glasses to be a new Shader and  then I can play with the colors and emission   values to make them glow more than everything  else so for the board I'm just going to make   it a simple emission Shader and tune it to  my liking I end up changing the ground for   what I'm doing here to be a reflective surface in  the final render I was trying to demonstrate here   that the floor can take different values  too but it looked weird in this example   I'm now going to select each thing I want  to change the materials of in edit mode   and assign it to a new material that I'm just  cloning from the first the advantage of this   is that I only need to set up the basic  Shader making it much easier to fine tune now it's worth noting that the board doesn't  actually impact the Shader so I'm going to add   some simple spotlights with a blue value so they  match the color of the backlight I also turned   off Shadows on these lights to ensure they  don't interact with the board in a weird way next up is the line art add an empty grease  pencil object head over to modifiers and add   in a line art modifier I applied it to the  whole collection in this instance the lined   thickness is dummy thick here so I'm turning  it down to one because I think it looks better   here I was going to add a moon kind of thing  and as you can see when we add an object without   the Shader applied it just has the red and blue  showing how drastic of a change we made I removed   this in the final render because I felt like it  oh this one's a pro tip everyone time stamped   this part in the comments because this is the  tip of all tips we are going to add a driver to   all the inputs of the backlight glow color in the  shaders why so we can control it with one slider   across all the materials here's how to do it add  a value node plug it into the strength of the glow   right-click the number value in the  value node and click copy as new driver   now go into each other material right click on the  emission strength value and select paste driver   now when you go to the original with the value  node you can slide it up and down and they all   do it this can be applied in other areas  too but I only cared about the backlight   here's the structure of the node setups we  like that kind of thing and yeah that's the   tutorial subscribe if you want and if  you want a copy of this blend file it's   on the patreon which contains the updated  things for the final render links in the   description now I must be going there's a  pile of dirt I need to pour water on goodbye
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Views: 29,065
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Keywords: blender developer, blender 3.5, blender guru, best adobe app for graphic design, adobe illustrator graphic art, digital design programs, 3d rendering, software needed for graphic design, matter port, 3d visualisation, architectural rendering, slam dunk, princess mononoke, spirited away, slam dunk movie, matterport account, render 3d quick, best 3d rendering companies, professional rendering services
Id: 9BXweyv6XIY
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Length: 5min 28sec (328 seconds)
Published: Sat Dec 10 2022
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