Yadoob writes:
I made a quick tutorial about NPR shaders. That's not only Blender related but the renders are made within the viewport of Blender
Yadoob writes:
I made a quick tutorial about NPR shaders. That's not only Blender related but the renders are made within the viewport of Blender
7 Comments
I like this tutorial. It's very helpful for my project using CG. Thank you.
some of my
https://www.youtube.com/watch?v=B9uvu3ANhQM
https://www.youtube.com/watch?v=YZ1y8YHKbhg
https://www.youtube.com/watch?v=oTBCKmGTCo8
Thank you Bart, nice to see taht this tutorial helped. Nice work Endi btw
Hi, very interesting shader description. Simplifying SSS as a shadow color is new to me; I'm also very interested to see that AO can play a role in NPR shading.
That being said, I was drawn to this tutorial by the "renders are made within the viewport of Blender" part, and hoped to see how shaders could be designed using the viewport, without rendering or using an external tool.
I'd like to be able to design real time (GLSL) shaders using the node system, with direct feedback in the viewport (without launching a render or the game engine, as I've seen in most tutorials). Is this what you meant? Can it be done with current blender builds? (I reckon great things are planned / in the work for the viewport).
Any advice/opinion would be appreciated :-)
I want to point out that the contents of this tutorial are based on techniques described in the GDC keynote address by Arc System Works' technical artist Junya C Motomura at the recent Game Developers Conference.
The keynote is here: https://www.youtube.com/watch?v=yhGjCzxJV3E
It may provide some additional insights into these techniques. Arcsys used SoftImage for Guilty Gear Xrd Sign.
Hi Endi, great videos! Where the real time renders computed by the blender game engine?
How did you design your shader(s)? GLSL coding, node system?
Regards.
wow ...thank you so much..:) looks relly nice.