Poiyomi Toon Shader Tutorial [Lighting - Rim Lighting]

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rim lighting is the ability to light up the rim or edge of the model and to determine where that is the shader uses the normals on the model so the normals sort of point in or point outwards from the surface of the mesh and tell the shader which direction the surface is facing so as the surface faces away from the camera it brightens it up and you can see these two look very different and what's happening here is the normal select is using pixel for this one and vertex for this one so what pixel does is it uses the normal map applied to the model and vertex does not so if you don't have a normal map on your model the pixel and vertex versions will look exactly the same just know that if you want it to follow your normal map use pixel mode and if you want it to just follow the model's base normals use vertex mode next up we have invert rim lighting all this does is invert where it is next up we have the rim color it can change to any color you want even black and that's all that does next up we have the width let me select the correct one that just changes how wide it is zero being not white at all and one covering the entire mesh if your rim edge is not sharp which we can look at here if your rim edge is not very sharp you can sort of you can have the gradient go from the edge to the center but it's not going to make the whole thing white and as you sharpen it you're going to get a harder edge and when you increase it it's going to cover the whole thing you're probably never really going to want your rim lighting to cover the entire model but it's an option and just know that that's how it works so we're going to keep room sharpness at a gentle fade on the edge rim emission is just how emissive your rim light is so if i go into this model settings you can sort of make it emissive and emission just means that your model is basically lighting itself up you're not going to light anything up around it but it can light itself up so if i turn off the lights in this scene you can see that we still see that because it's emissive we go back into its settings we turn off emission you'll see that it's totally black because it's not emitting light anymore and you'll see that the rim brighton doesn't do anything and that's important to know for when we turn the lights back on let's turn these lights back on and let's take a look so when i brighten up the rim you can see it kind of looks like a mission but when it's in shadow it's still sort of darker than when it's in light this is useful for when you want your rim light to be brighter than the default settings but you don't want it to glow in the dark so you use emission if you want it to be bright in all areas including the dark and you use brighten if you want to brighten it up without making it glow in the dark so they both have their own use cases but just know that that's the basic distinguish or that's how you distinguish between what you want to use next up we have rim color bias all this does is go between the color you chose if you set this to one and bring color bias to one it'll set it to the color of your choosing but if you set the room color bias to zero it'll actually use the color on the mesh so if i go in here and i set a main texture to a rainbow like this and then change the color to white it's just a rainbow pile that a little bit you can see that the rim color or where it's bright and brightened around the edge is actually using the rainbow color but if i set the color bias to one it's going to go back to that green and not use the color at all so this is useful if you say say you have a skin texture and there's darker spots and lighter spots and you don't want to just have a uniform red color across the whole surface you can then just set the color bias to zero and it'll brighten up those spots without having to you know apply a texture for what color each area should be next up we have the rim texture all this is is a texture for what color the rim should be we have a rainbow in this case and we can tile that and pan it faster or slower do whatever you want next up we have the mask this is just going to be black and white for where you know the rim should show up or not show up if it's black you'll have no rim light if it's white you will have full rim light in this case we're just using a texture that looks like this so you can see where these white lines are we have the rim light next up in this new section which actually represents a new category in the shader we have with the noise so what width noise does is basically allow you to put in noise texture or any texture you want and that actually controls the width of the rim so if we go into this texture for example you'll see where it's black i believe uh let's get stars so i guess where it's black it is not modifying it and where the white is it's actually like pulling it away so if i get something that looks like actual noise like this you'll see the wider parts are sort of pushing the rim outwards and the black parts are pushing it inward or pulling it inward so if i tile this a ton you can see that it gets kind of messy and if i tile it not very much you can see that it kind of looks smoky because it's sort of pulling in where it's where the texture is dark and then like pushing out where it's light and this can look good or bad depending on your use case if you want to sort of play with this without messing the or messing with the texture colors you can adjust the intensity so if it's at zero it's just going to be a normal rim light and as you increase the intensity it'll use that mask or the width noise more and last but not least we have the shadow mix-in all this does is modify your rim light using your light map or your shadow map so what's happening here is that instead of going across the whole model it's actually going to be wider in the lid area and thinner in the dark area and that's controlled by the mix in value so if you mix in a zero it's just going to be the same everywhere but if you want to mix it in with the lighting settings you can turn this to one and it'll look like this and then because this shader uses shadow ramps i don't always know where the shadow is because it's just based on what you said as the texture so we need to allow the user to modify sort of where the shadow starts and stops so in this case the shadow starts 50 of the way across the model and we'll set this to 0.5 so it goes right to the edge of the shadow but if you wanted to go all the way across you could set it to zero and if you wanted it to basically not exist you could set it to one i'm going to leave it at 0.5 and if you want to modify how wide this is your rim width still plays a part but the uh might not go as far as you'd like so there's actually a width modifier here to make it wider or smaller that covers all of rim lighting if you have any questions about this feel free to join the discord and ask questions there avoid asking questions in the youtube comments it's a little hard to answer technical questions there head on over to the discord if you need any help and that's all thanks for watching
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Channel: poiyomi
Views: 6,601
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Id: RE2eWlpdTm8
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Length: 9min 8sec (548 seconds)
Published: Mon Oct 19 2020
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