Poiyomi Toon Shader Tutorial *Emission*

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emission is the glow or the emissive lighting that your model produces so the first thing you need to do is enable emission and then just increase your emission strength and that will make your model emissive obviously you don't just want your model to glow bright white so I'm gonna set the mission to two and then you can change the color to whatever you want note that you will not glow like you won't have this glow normally that's actually a post-processing effect called bloom and the bloom just takes the brighter parts of the screen and kind of blurs them so they look like they're glowing a lot of worlds in VR Chad already have bloom but a lot don't so you may not be able to see a mission if say your model is white and your mission is white the black parts like anything that's really white alright I thought I explained this be the color cannot go above white no matter what so if you have say red emission on white it's just going to still be white because you can't really get brighter than white until you have bloom and then once you hit bloom you'll start seeing that red glow so it's the same way like if you look at a lightsaber the center is gonna be white and the outside is gonna be red that's because you can't really get brighter than white so I'm just gonna switch this back to a gray color so we can see that emission more the emission map is basically the color of the emission so describe this heart you can see that you get that red heart even if the emission okay so if the emissions white the hearts like pink because the heart image is a pink heart and then if you change the colors it multiplies the heart by that color now the way a mission strength works is that it's a multiplier so if say I had my emission color at a really dark black and then I set my my mission strength six it would just be six times whatever this is so it'd be like you know two three four five six so if you have a darker color you're not gonna get super bright emission if you want to miss if you want to be super emissive you just need to make sure that your colors up here somewhere so we're just gonna leave in white the emission mask is basically where things should be emissive and where they should not so a lot of the time the way I work is I have no emission map unless I need specific colors and then I have an emission mask so I'm just gonna get a random mask in here you can see that wherever the white is on the mask is where you're gonna see glowing and wherever it's black you won't because as I said earlier the emission is multiplicative so if black is zero and you have ten emissive ten times zero is still zero it's not a mess of it all so once you get the mask in place you can change the tiling make it super dense if you want not going to for this you can change the color to whatever you want because the mask is just white and that's generally how I work with the mission the panning so you can pan the map along x and y and you can pan the mask along x and y as well so let's get a rainbow for my map and then you can pan the map along Y and you'll see that that rainbow actually just Scrolls vertically and then you can also if you wanted you could pay in the mask so I would say I want to go have the mask scrolling up a little bit faster you have the mass scrolling up and then the rainbow scrolling down you get this kind of effect it's pretty simple you can do a lot of cool stuff with it take away the color and now let's go into glow in the dark glow in the dark emission is what it sounds like it's a mission that glows based on the lighting settings doesn't necessarily only glow in the dark but you control sort of what what effect the light has on the emission so by default it's gonna be off so you just turn it on and then your lighting type is either world or mesh what that means is it's either using the lighting from the world or the lighting that is on your mesh so if I switch it to mesh you'll see that the shadows are glowing because they're dark and the front is not because it's bright and you set that down here I'm just gonna switch back to world for simplicity so your min and Max emission multiplier is basically how bright the emission is at your min and Max lighting settings so right now the minimum lighting is zero and the maximum lighting is one so if you're at minimum lighting it's gonna multiply your mission by the minimum emission multiplier which is one so you'll have full emission at zero light and you'll have zero emission at max light so you can see here it's fully lit and as I lower the rightness of that light the emission starts to come into play and you can change that to whatever you want you can do the complete opposite where at your minimum lighting you're actually gonna set the emission to zero and now your max lighting you're gonna set the emission to one so now it glows in the light and as you turn down the light it actually dims the emission and you have full control over that you can have it so it starts going at like 50% light or a closed all the time but if you want to go all the time there's no real point using this I just disable it but overall that's how well in the dark Commission works next up is blinking omission blinking omission makes the omission blink it pulsates on and off or whatever you set it to so it's actually a multiplier so your missive blink min is just your mission strength multiplied by whatever this is so if you're a mission if your mission blink minimum is zero it's gonna go from zero to one times your strength which is six in this case so it's gonna go from zero to six now you could say go from zero to three which would be 6 times 3 so you have 18 emission you probably never want to go that bright but that's how this works generally I would keep it in between zero and one and if you wanted to blink faster you can just increase your emissive blink velocity higher numbers are faster and that's all I miss of blinking that's next up is scrolling a mission scrolling a mission basically it causes like a wave of emission to flow over your model so if I enable scrolling emission you'll immediately see that wave and the wave is not affected by the worldspace position of your model so if I rotate it you'll see that the omission is still scrolling in that direction but it's not using your UV either so it's using local space which is a space based on the pivot position that you see right here that makes it so it's more consistent but it also means that you it's gonna work on all you bees whether your UV mapped or not which is really nice but it's not quite as controlled as some people want like you can't have it that you're only like scrolling along like pipes or something like that but it's still pretty cool and you're a missive scroll Direction basically controls the direction it's scrolling in so it by default set like negative 10 if you're on the Y if you wanted to scroll along the X you can set that to 10 or 1 or whatever you want and that is the same thing you can mix and match these so you can see it's scrolling towards the like Z Direction Z or Zed backwards and then it's also scrolling along X so it's moving to the side that's actually going in like an angle like that and your emissive scroll width controls like how wide the wave is a higher number is gonna be smaller in this case just cuz that's how the equation works and then your velocity is how fast it travels so if I increase that it's gonna go faster and leave it at 10 and your interval is basically like the interval that you see the wave occur as you decrease it you'll see more and more waves appearing at the same time and as you increase it the waves will come slower and they'll probably be a little wider to just because that's how the equation works out so one thing about the scrolling emission is that kind of all the numbers work together if you change one thing it's probably gonna change something else because they're all in one big equation so you're gonna have to play with it to get it exactly where you want but it starts in a pretty nice place and I'm sure you can figure it out so that covers all of the mission if you have any questions about this or any questions about the shader in general feel free to join the discord it's really helpful I'll leave a link in the description below thanks for watching
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Channel: poiyomi
Views: 48,541
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Length: 10min 39sec (639 seconds)
Published: Thu Aug 29 2019
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