Poiyomi Dissolve Shader

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this video is gonna be an overview and tutorial of the dissolved shader which just released to all $10 plus patrons if you're interested in the patreon there's a link in the description below this video might be a little long because there's a lot you can do with this shader there's not necessarily a ton of options but there's a lot you can do with those options I'm gonna try to cover that so first off I'm just going to show you the basics so this is running on version 3.3 of the toon shader so you're having all of those options as you can see here the scrolling emission and texture but what you're really here for is the dissolved shader so basically what a dissolved shader is is a shader that goes from your normal look and then dissolves away so you look normal and then you kind of just dissolve unity legs really bad but it these is all the way and that's basically what it is but how you choose to dissolve and how that dissolve looks is what makes it really interesting so let's get into that so first off we have the dissolve type which is either off basic or point-to-point now we'll cover point-to-point first just because it's the simplest but basically the start point is a position in space and the end point is a position in space and you'll dissolve from one point to the other so in this case we have it set to local space which means if we move this around it will move with it so this lines not going to change but if we set this to world you can see that it's based on like the world position and it moves with it so this is really good if you want to maybe you want to spawn in your entire world at once and you want to synchronize these lines you can totally do that and [Music] that's that the more common use case is definitely having local which means it's local to your coordinate so if this is at this point right here is zero zero zero local then negative 1 on the y-axis is going to be down here and positive one's going to be up here so we're starting at negative one on the Y which is down here so if we set this to the dissolve output is zero it'll be down here and as we go up it'll go to that other point and you can change that you could set these B endpoint to one and now it's gonna go from down here to up here you get a diagonal dissolve yeah we won't do that and the edge length when you're in point-to-point mode is controlled by this it's just basically how wide the edges you make it negative it's pretty much gonna break so keep it positive and by default it's just point one but you might want a smaller and the the way this edge looks is up here in the edge settings I'll cover that as soon as I switch back to the other mode I think that basically covers all of the point to point settings but you can see that it looks kind of weird because you can't see the back of the model that's because you're calling it so if you go into your miscellaneous settings and you see the culling we are currently calling the back side so this is the front side of the mesh and we want to see the back side but right now we're clearing it you can clear the front side and only see the back but realistically you don't want to clear either side so that you can see the internals let's take a look at the other type so basic this is what you would normally see in a dissolve shader basically you have a noise texture so let's grab a noise I name them all to solve and let's grab a basic one so just something like this and you can see what it does so at zero it's gonna look normal this is all valpha and as you increase you'll basically it's a little bit bright let's turn it down a little bit as it increases you will dissolve your mesh based on that noise so the white parts on the noise will dissolve first and then make it'll make its way to the black points or the other way around if you want you can invert the noise so it does it in the opposite way so normally with this texture it's gonna start at the base of like the peaks and then work its way up to dissolving the entire peak but now it's gonna dissolve from the center of those peaks outwards and you can adjust the edge width up here so you can have like a smaller edge and you can adjust the edge of mission so that glows and looks something like that and you can change the dissolve to whatever you want any black and white texture or even red and black works I believe I think it's based on the red channel of the noise so just use black and white it's the easiest but you can use anything like you can use this circle and you can just cut a circle out in the side of your mesh if you want to do that and now another feature is there's dissolve detail noise so you have your basic dissolve noise here and then you have a secondary dissolve which is like a detail so you can detail the edges of the Alliance so the way that works is you just select another dissolve I'm just going to pick something simple like let's pick that one we pick the first time actually let's go at this one some smooth and now as I increase the strength of that detail it'll actually sort of wiggle that line around to match the detail and if you you can scroll this so if I want to go into the noise panning right here there's noise XY which will pan these circle around so if I I pan that you'll see that moves around mm-hmm we don't want that you can also go up and down along the y-axis but what we really want to do is pan the noise around so your circle stays in the middle but the edge is wiggle around with the noise so let's up that to point three and now what it's doing is its panning the detail noise vertically on this and it's kind of wiggling the shape and if you select so one thing a lot of people don't realize in my shader is that you can select the name of any texture and you'll pull up the tiling and offset values so if you click detail noise you can tile that or so you get like a more wiggly effect and you can decrease or increase the noise the detail noise so that it looks crazier and then mess with the edge width holy unity loves to lag when I scroll these you can mess with the edge hardness so that you get these like really crisp hard edges or you can make them really soft it's up to you so you don't only have to dissolve away one of the great features of this is that you can actually dissolve into another texture which is assigned right here your dissolve to texture so first off you want to take your dissolve to color and you want to turn the Alpha up so that you are no longer transparent so this is just white and we're actually not so now you can just go into your dissolve to texture and we can set this to any texture we want just go with this one and now you can see we're actually dissolving to that texture I'm gonna turn a mission off because it's sort of in the way looks not scrolling I shouldn't animation up in total so you can see we're actually just dissolving into that texture and it can be any texture you want I'll just go with a simple grid so it's really obvious so you can dissolve right into that and that's really useful if you say you have different textures for your clothes that you want to dissolve into or even different clothes entirely okay I posted on Twitter or something you can do let me pull that up one sec so you can see like right here I'm going from the like school uniform to the cat suit and all that is just using the local space point-to-point dissolve and it's dissolving one costume and then just also dissolving into the other so it's two separate materials and they just both have dissolves that I've synchronized with an animation which is really neat and you can do a ton of cool stuff with that I look forward to seeing what people do and for the point-to-point animation you can also use the detail noise so the diesel noise will affect that line to great extents right back to basic so the dissolve to color is just going to modify the texture you're dissolving too and the dissolve to emission strength is just gonna make that dissolve texture emissive and you can do a lot of really cool stuff with the noise so say I wanted to this noise and it's just this one so we're using this one so basically it's going to start at these White's and work its way out to the black and how that looks is oops do we do this backwards I think yeah we got to invert this one so right now starting at the black and making its way to the white we want to invert that okay now you see it's like it looks almost like it's cracking and we'll turn down the details strength so it's not changing how that looks and it's really neat if you want to go for like a corrupted look or something like that you could switch your edge color let me just make like green or something yeah so you could you could look like you're almost being like corrupted there's a lot you can do with this and for the edge color there's also a edge gradient that you can mess with so right now it's just green but we'll make it white and then we will mess with this edge gradient so I just have a few gradients made already there's this one you saw at the start of the video and there's like a rainbow if you want now one thing you may notice is that at the edge you may see these like there's like a discoloration of the line where it's not quite the right color I don't know if I can show that any better but if you if you have artifacts at the edge of your line you can actually fix that by going into your gradient so you can just select the gradient right here go into it look at it and you can switch the there's mipmapping so generate min Maps is off right now but let's see what it looks like when it's on so you get like this like a red line at the edge or here sometimes it's yellow you just really want to turn mid maps off for this gradient texture because it can cause a lot of issues and just like artifacts and stuff if you don't see anything there's nothing to worry about but if you see some like funkiness in the gradient that's probably the issue so again just select the gradient or select any texture and then just go to your generate maps and uncheck it alright back to this so we actually inverted it so if you invert the noise it's gonna flip what side it's on you can also invert the detail noise if you want so I think that covers most of it there's a continuous dissolve speed which will just basically cause this to happen don't go back and forth see what that looks like so it's just gonna based on what number you put in here it's gonna go back and forth at different speeds so we can go really fast if you want so it looks a little bit weird up here that's just because the is you increased you can see it so it looks a little bit weird at those edges that's a mix of having the detail texture popping through and the fact that the noise we're using is just a solid color around those edges so it's all just white here so there's not a lot of you're not gonna get a lot of flow if you only have a solid color think we got it all actually so one thing that is in this that is probably gonna make its way into the next team shader update is the alpha so if you have a mesh and you have a texture on it that is somewhat transparent it's going to appear transparent even though we are in like the cutout version of the shader realistically and changing your alpha cutoff is not gonna help that so if you want to make sure that it's opaque you can just check this force opaque and then that'll force it to be fully opaque one thing I would like there's a few things I would like to add you can check out the Trello in my discord or just go to like telecom and there's links in my discord that's probably your best bet or in the description of this video I guess I'll throw one alright so think that covers everything if you have any questions about this shader feel free to join the discord ask questions if you want the shader itself you can go to patreon.com/scishow ami there's like in the description for that as well and we any requests I get over the next week or so we're actually going to try and put those into this shader so try to use it as soon as possible if you want to use it and then let me know if there's any problems with it or things that you would like to do with it that you can't currently do and I will try my best on the next patreon week to add those in alright thanks for watching
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Channel: poiyomi
Views: 37,504
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Id: abTejmV4yGU
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Length: 16min 15sec (975 seconds)
Published: Sun Jul 21 2019
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