I was able to test it and see that there were a few small issues but it was still great! I also think that a more in-depth tutorial would help beginners a lot.
I agree. As beautiful as this tutorial was produced, perhaps, a simple tutorial texture painting, uv mapping, Suzanne the monkey from scratch would be helpful. Thank you for creating this add on!
Didnt test it yet, but theoretically after modifier was applied\converted into mesh it allows you to weight paint and parent bones. With curves there is some techniques with proxies(tested on hairs), buut still testing and will be glad to polish animation workflows in the next updates.
Really nice. I bought the tool but the documentation is really confusing and I'm a bit frustrated. I don't care much about the surface color, but I'm struggling to use the brush strokes. A detailed video on how to use it in a simpler way would be really apreciatted.
Hi Tim I bought the asset and modifier Spline Brush, but have not managed to use my own basic Suzanne and Texture. Your explanation above is fine and detailed, but I seriously just want to use the brush stroke, use my own 3D mesh surface material texture, and having it works instantly. But I cannot make it to work :(
Thanks for the feedback. I'd be glad to hear more details about your issues. I am working on the next version of tool and it'll be better to fix as much as possible.
@@alexandersprout7992 To make stroke colored, you need to have image textures sampled on a strokes via modifier in "Material | Surface Image Texture" tab. There is vertex color attributes in SB_Info node you may find in shader graph, where you can pick proper color that was sampled from surface based on its UV Map. So its important to match those image textures with "Surface UV" parameter in Surface Tab (by default its UVMap), so that color will properly transfer on curves and cards.
@@timdub_cg Thank you so much for your reply. I was able to figure it out by copying/replicating the node tree on the "SkullModelExport" object in the Skull Scene Blend file you included, applying it to a simple cube object experiment sample with a color png UV map & drag applying "UV layout" to the cube. The only issue is that the cube and stroke cards seem to be grainy, rough, & transparent. Tried playing with all the attributes. Took me all night & day but starting to understand how its working. Read through the documentation although seems unclear. For some reason when I retry several times "SB_info" node becomes "Spline Brush Info" in the "Shading" tab.
@@alexandersprout7992 Thanks for feedback, i hope to make this tool and docs way more convinient in next version soon. so that ppl wont stuck on those steps. There is camera space projection and completely different shader for it, that may give you transparent efraction look. Currently it needs to be turned off in camera section of cards modifier. And you dont need to apply modifiers on a cube itself, you need just to link this cube in a strokes object and its cards modifier. And the shader for cards should use SB_Info node to retrieve all necssesary information stored and transfered from cube.
Hey. I am doing documentation(soon) and more advanced tutorial for the next update(will be later). There is some tips: it's important to add Asset Library to: Edit > Preferences > File Path This will help you to use it in every project without adding it manually, just by dragging it from the Asset Library or calling it from various pop-up menus (Shift + A) Only modifiers will be available in the modifiers menu under the Spline Brush catalog: Spline brush Cards, camera space, uv layout And the shaders have their own nodes: SB_Info and SB_Refraction Strokes. Skull cards is just a curve object with Spline Brush Cards modifier on it + linked mesh object to align them by surface normal, as shown in my tut.
I have just installed it but the problem is that I cannot open the file which closes immediately, I then tried to add it but blender closes too, Do you get any idea about issues ?
as much for me, this came from the simple fact that the file must be opened with version 4.1 of blender, the previous versions below will not be compatible. Note it!
@@STARMEN_TV Yes, it was created in Blender 4.1 with new nodes and stuff. I just released it the same day that Blender became a stable build and not a beta. Thanks for feedback, but it's only for 4.1+.
Hello, I bought your spline brushes plugin, I haven’t quite figured it out yet, and I have a question: can it be used on an animated mesh, or on a skeletal rig. Thank you if you write me an answer!
You could bake into cards and apply weight paint and armature. Its destructive way, but usable with armature. Or you could deform curves somehow and run with modifier applied, but its not supported as a feature in spline brush, you need to figure it out by yourself until next updates.
Hello! I purchased this tool a few days ago and it works great. The only thing I am having an issue with is the color transfer part. I've added the texture with the same colors as the base mesh but the cards are not getting all the colors. For some reason, every card receives the colors of a small texture area. Is there a way to fix this?
Probably you missed Surface UV parameter on cards modifier. It should be the same, as on your original mesh, because it samples color from image texture based on its Surface UV map.
@@timdub_cg Hello, thank you for your answer. I did add the same image as the base mesh on the Surface texture 1, inside Material | Surface Image Textures. It did not work. Is there another parameter?
@@biancageminrodrigues7083 I mean your base mesh should have its own UV map on it, right? If thats the case, it may be named differently, so you need to specify its name under Surface tab in Surface UV parameter.
Yeah, sorry for that. This tutorial mainly for users who uses blender enough time. But will be glad to make some in-depth tutorials later, this is my very first big video just to showcase and explain a little bit of my Spline Brush tool. Even after this tut you need to learn and experiment with this tool by yourself😅
@@timdub_cg Oh, don't worry about it! Just like you said, it's for more advanced users, so after I gain more experience (in a long time) perhaps I'll come back. It's a cool presentation, nevertheless! Thank you for your response! ^.^
Felt the same way when I started haha You’ll get used to all the hard stuff when you least expect it. The best tip I can give you is to try 3D challenges.
@@Thunder_Wave I looked up Blender 3D challenges right now and found more results, so I am not sure which one you refer to. Probably making a new model every day for a month or so, right? My plan is to gather (somewhat) easy tutorials and just doing them till I feel comfortable working on projects "alone"... It seems so much and so long :)
@r10mba any challenge would do, just go for something you’re interested. The reason I recommend trying challenges it’s because you face a lot of stuff you don’t know and by the end of the challenge you’ll notice you know a lot more than where you started.
Friend, can you tell me more about the master class? I'm wondering if I have to apply the shaders differently to the subject to make the brush work? Can you show me how to create the shader of a skull? because it is clearly different from the standard one. thank you in advance
You can check out and analyze shader graph with material inside project file attached. There is some preview materials and skull cards shader with strokes atlas that connected to the alpha channel. Too much to explain, but i am doing detailed documentation for less experienced users. Will be soon. Some important tips: 1.t's important to add Asset Library to: Edit > Preferences > File Path This will help you to use it in every project without adding it manually, just by dragging it from the Asset Library or calling it from various pop-up menus (Shift + A) Only modifiers will be available in the modifiers menu under the Spline Brush catalog: Spline brush Cards, camera space, uv layout And the shaders have their own nodes: SB_Info and SB_Refraction Strokes. 2.When using Camera space projection and SB_Refraction Strokes shaders, make sure that Screen Space Reflections and Refraction turned on. 3.All materials with transparency should using Alpha Hashed or Alpha Clip blend modes in Eevee. 4.Turn off Shadow ray visibility in Cycles and Shadow blend mode to none in Eevee for better results.
@@timdub_cg Thank you. I already use everything that you describe, all that remains is to configure the shading system for its intended purpose. I'll try to do the shading like on the skull. Anyway, this is what I was looking for, if I can adapt this for 2.5D animation.
So I bought your setup and got all the way to baking, but I have a question. Is it not possible to bake with alpha so you get the visible brush strokes? or maybe to remove the transparent part of each card (even though that would be quite geometry heavy)? The current result is just a lot of flat squares with no brush stroke definition.
There is no way to bake alpha of textures on geometry level with current tool, this is only shaders. It is possible to develop such feature, but it'll be really heavy and inefficient to achieve desired look. So why do you need it?
@@timdub_cg Hmm okay, It is because I want to use it for game development - so everything has to be baked. Would it be possible to convert/switch out all the cards in the end to another version of the cards that don't use geo nodes and that are all using the same brush stroke material with alpha/black background so I can get the details of the brush strokes? Or can you think of another way to get the same visual quality as the brush strokes have before baking (with visible stroke details with the alpha/black background) - but useable in game engines?
Only as exported Fbx or any supported format. Never used maya before, but you can use backed cards in any 3d software. Procedural setup and workflow works only in blender.
Nope, you cant find exactly the same setup, where you drawing on surface with all techniques available in mine tool. I made a new tool that I lacked in my projects, otherwise I wouldn't have copied other people's developments. And yeah i saw all these tutorials and tools, even more than you may found😉
Amazing job. I made myself the same tool a couple of months ago for a Uni project, but this one is on another level
Thanks, i appreciate it.
after this tutorial I started to think that I don't know how to use a blender
That's an incredible work you did there! It looks so beautiful! congrats!
Thank you!
This amazingly beautiful tool is just as insane as the fact there’s so little eyes on this
If not more? (compliment attempt #51)
Nice attempt. I appreciate the compliment, thank you.
Perfect! Can't wait to start using it!
wow this looks fantastic
I was able to test it and see that there were a few small issues but it was still great! I also think that a more in-depth tutorial would help beginners a lot.
Thanks for feedback, i'd be grateful to hear more details about these issues. Hope to make some new tutorials and updates when i'll have time.
@@timdub_cg thanks you for your response
I agree. As beautiful as this tutorial was produced, perhaps, a simple tutorial texture painting, uv mapping, Suzanne the monkey from scratch would be helpful. Thank you for creating this add on!
I really enjoyed this video. This is what I have been looking for.
Thanks for this!! Purchased a couple of days ago and it's exactly what I needed!
Yay! Glad it helped you.
Finally. Getting it soon🙉
Amazing! Great work.
Man, you're selling it for less than it's worth.
Great stuff anyways, buddy 💪
Probably. Will definitely increase it with new updates.
Thank you.
OMG TY
This looks incredible! Do you know if this method works with rigged characters for animation?
Didnt test it yet, but theoretically after modifier was applied\converted into mesh it allows you to weight paint and parent bones. With curves there is some techniques with proxies(tested on hairs), buut still testing and will be glad to polish animation workflows in the next updates.
Really nice. I bought the tool but the documentation is really confusing and I'm a bit frustrated. I don't care much about the surface color, but I'm struggling to use the brush strokes. A detailed video on how to use it in a simpler way would be really apreciatted.
Hi Tim I bought the asset and modifier Spline Brush, but have not managed to use my own basic Suzanne and Texture. Your explanation above is fine and detailed, but I seriously just want to use the brush stroke, use my own 3D mesh surface material texture, and having it works instantly.
But I cannot make it to work :(
Hey, did you changed "Surface UV" under Surface tab, based on your own surface\mesh? Itrs crucial to sample texture colors from proper UV map.
very nice
Crazy good stuff.
That is amazing! I might give it a try but Blender scares me
This is good
Can we use it on image as plane to make potraits?
Thank you for the useful content!
Genious!
Hi! Great tool! Im having issues on transferring the uv map from the object to the strokes!
Thanks for the feedback. I'd be glad to hear more details about your issues. I am working on the next version of tool and it'll be better to fix as much as possible.
@@timdub_cg Having the same issue...Am I doing something wrong? Or missing a step? UV map from object wont color the strokes.
@@alexandersprout7992 To make stroke colored, you need to have image textures sampled on a strokes via modifier in "Material | Surface Image Texture" tab. There is vertex color attributes in SB_Info node you may find in shader graph, where you can pick proper color that was sampled from surface based on its UV Map. So its important to match those image textures with "Surface UV" parameter in Surface Tab (by default its UVMap), so that color will properly transfer on curves and cards.
@@timdub_cg Thank you so much for your reply. I was able to figure it out by copying/replicating the node tree on the "SkullModelExport" object in the Skull Scene Blend file you included, applying it to a simple cube object experiment sample with a color png UV map & drag applying "UV layout" to the cube. The only issue is that the cube and stroke cards seem to be grainy, rough, & transparent. Tried playing with all the attributes. Took me all night & day but starting to understand how its working. Read through the documentation although seems unclear. For some reason when I retry several times "SB_info" node becomes "Spline Brush Info" in the "Shading" tab.
@@alexandersprout7992 Thanks for feedback, i hope to make this tool and docs way more convinient in next version soon. so that ppl wont stuck on those steps.
There is camera space projection and completely different shader for it, that may give you transparent
efraction look. Currently it needs to be turned off in camera section of cards modifier. And you dont need to apply modifiers on a cube itself, you need just to link this cube in a strokes object and its cards modifier. And the shader for cards should use SB_Info node to retrieve all necssesary information stored and transfered from cube.
Hey! Awesome work. But I can't understand how you created "Skull.Cards". Do I need to make them manually for each object I'm adding strokes to?
Hey. I am doing documentation(soon) and more advanced tutorial for the next update(will be later).
There is some tips:
it's important to add Asset Library to: Edit > Preferences > File Path
This will help you to use it in every project without adding it manually, just by dragging it from the Asset Library or calling it from various pop-up menus (Shift + A)
Only modifiers will be available in the modifiers menu under the Spline Brush catalog: Spline brush Cards, camera space, uv layout
And the shaders have their own nodes: SB_Info and SB_Refraction Strokes.
Skull cards is just a curve object with Spline Brush Cards modifier on it + linked mesh object to align them by surface normal, as shown in my tut.
@@timdub_cg Indeed! Once the documentation is released, everything will become clear. Good luck 🤞
@@martinjakobson8835 you can check links, docs available. Let me know if something still unclear. 😉
I have just installed it but the problem is that I cannot open the file which closes immediately, I then tried to add it but blender closes too, Do you get any idea about issues ?
as much for me, this came from the simple fact that the file must be opened with version 4.1 of blender, the previous versions below will not be compatible. Note it!
@@STARMEN_TV Yes, it was created in Blender 4.1 with new nodes and stuff. I just released it the same day that Blender became a stable build and not a beta. Thanks for feedback, but it's only for 4.1+.
@@timdub_cg no problem, I was just in trouble but I remembered there are always a solution with blender, thank for your stuff !!
Amazing tool, but i have a question about and i hope you can help me. When i apply the camera space on the spline, this change the transorm position.
Can you clarify what do you actually mean and what is your question? Camera space projection works with Camera and needed for refraction effect
Hello, I bought your spline brushes plugin, I haven’t quite figured it out yet, and I have a question: can it be used on an animated mesh, or on a skeletal rig. Thank you if you write me an answer!
You could bake into cards and apply weight paint and armature. Its destructive way, but usable with armature. Or you could deform curves somehow and run with modifier applied, but its not supported as a feature in spline brush, you need to figure it out by yourself until next updates.
@@timdub_cg thank you!
Let's gooooo!
Hello! I purchased this tool a few days ago and it works great. The only thing I am having an issue with is the color transfer part. I've added the texture with the same colors as the base mesh but the cards are not getting all the colors. For some reason, every card receives the colors of a small texture area. Is there a way to fix this?
Probably you missed Surface UV parameter on cards modifier. It should be the same, as on your original mesh, because it samples color from image texture based on its Surface UV map.
@@timdub_cg Hello, thank you for your answer. I did add the same image as the base mesh on the Surface texture 1, inside Material | Surface Image Textures. It did not work. Is there another parameter?
@@biancageminrodrigues7083 I mean your base mesh should have its own UV map on it, right? If thats the case, it may be named differently, so you need to specify its name under Surface tab in Surface UV parameter.
@@timdub_cg Thank you! I was able to find it and its working now!
I have completed only 2 tutorials in Blender, I have no clue how to use this video. XD
Yeah, sorry for that. This tutorial mainly for users who uses blender enough time.
But will be glad to make some in-depth tutorials later, this is my very first big video just to showcase and explain a little bit of my Spline Brush tool. Even after this tut you need to learn and experiment with this tool by yourself😅
@@timdub_cg Oh, don't worry about it! Just like you said, it's for more advanced users, so after I gain more experience (in a long time) perhaps I'll come back. It's a cool presentation, nevertheless! Thank you for your response! ^.^
Felt the same way when I started haha
You’ll get used to all the hard stuff when you least expect it. The best tip I can give you is to try 3D challenges.
@@Thunder_Wave I looked up Blender 3D challenges right now and found more results, so I am not sure which one you refer to. Probably making a new model every day for a month or so, right? My plan is to gather (somewhat) easy tutorials and just doing them till I feel comfortable working on projects "alone"... It seems so much and so long :)
@r10mba any challenge would do, just go for something you’re interested. The reason I recommend trying challenges it’s because you face a lot of stuff you don’t know and by the end of the challenge you’ll notice you know a lot more than where you started.
Friend, can you tell me more about the master class? I'm wondering if I have to apply the shaders differently to the subject to make the brush work? Can you show me how to create the shader of a skull? because it is clearly different from the standard one. thank you in advance
You can check out and analyze shader graph with material inside project file attached. There is some preview materials and skull cards shader with strokes atlas that connected to the alpha channel. Too much to explain, but i am doing detailed documentation for less experienced users. Will be soon.
Some important tips:
1.t's important to add Asset Library to: Edit > Preferences > File Path
This will help you to use it in every project without adding it manually, just by dragging it from the Asset Library or calling it from various pop-up menus (Shift + A)
Only modifiers will be available in the modifiers menu under the Spline Brush catalog: Spline brush Cards, camera space, uv layout
And the shaders have their own nodes: SB_Info and SB_Refraction Strokes.
2.When using Camera space projection and SB_Refraction Strokes shaders, make sure that Screen Space Reflections and Refraction turned on.
3.All materials with transparency should using Alpha Hashed or Alpha Clip blend modes in Eevee.
4.Turn off Shadow ray visibility in Cycles and Shadow blend mode to none in Eevee for better results.
@@timdub_cg Thank you. I already use everything that you describe, all that remains is to configure the shading system for its intended purpose. I'll try to do the shading like on the skull. Anyway, this is what I was looking for, if I can adapt this for 2.5D animation.
@@unrealspace btw, check links on documentation. There is a bunch of useful info already. Let me know if you need something more specific to know.
@@timdub_cg ok!
So I bought your setup and got all the way to baking, but I have a question.
Is it not possible to bake with alpha so you get the visible brush strokes? or maybe to remove the transparent part of each card (even though that would be quite geometry heavy)?
The current result is just a lot of flat squares with no brush stroke definition.
There is no way to bake alpha of textures on geometry level with current tool, this is only shaders. It is possible to develop such feature, but it'll be really heavy and inefficient to achieve desired look. So why do you need it?
@@timdub_cg Hmm okay, It is because I want to use it for game development - so everything has to be baked.
Would it be possible to convert/switch out all the cards in the end to another version of the cards that don't use geo nodes and that are all using the same brush stroke material with alpha/black background so I can get the details of the brush strokes?
Or can you think of another way to get the same visual quality as the brush strokes have before baking (with visible stroke details with the alpha/black background) - but useable in game engines?
Nevermind! I figured out a way to do it! I love the setup you've created btw - great job!
@@Pleotech how did you do it, could you please tell the method you use ? thanks
@@Pleotechmy guy, how.
This looks great, are you planning to sell it on Gumroad or Blendermarket as well?
Thanks. No, in my country there is no way to get paid from these marketplaces.
@@timdub_cg No worries, just didn't want to have addons all over the place :) Will grab a copy soon.
Can one use this in Maya...if so could you make a tutorial on how to
Only as exported Fbx or any supported format. Never used maya before, but you can use backed cards in any 3d software. Procedural setup and workflow works only in blender.
А можно сделать что-то на подобии мультфильмов Хаяо Миядзаки?
it looks great but aren't there like 5 other youtubers who already did this?
Nope, you cant find exactly the same setup, where you drawing on surface with all techniques available in mine tool.
I made a new tool that I lacked in my projects, otherwise I wouldn't have copied other people's developments.
And yeah i saw all these tutorials and tools, even more than you may found😉
How is your tool licensed?
CC BY 4.0
work on cycles ?
Yes. Just need to disable shadow ray visibility and adjust transparency render pass, if it has glitches with many strokes.
is this render heavy?
most of the time its not, esspecially if modifier is applied and you dont need stroke seed change every frame
0:18 O_O
Хорошая реклама, но как скачать? И как платежи Patreon оплатить по карте МИР??? Короче ясно. Жаль потраченное время...