Legit huge respect for releasing it for free. This looks like you put way too much effort and could easily make you decent money on the blender marketplace, but you chose to make it free. You sir are trully special.
This gentlemen not only make this free for download, but also give advices and caution while working. Our community is such a blessed to have guy like you. Respect.
yo that's what the community is all about!! getting inspiration, showing them, improving them and passing the knowledge forward. you are a legend!!! and got a new sub
You elevated those concepts quickly. I guess Wyatt has been iterating for a bit. Its a wonderful example of why Blender and it’s community is so great.
This is AMAZING! I've been testing and trying to re-create this style non-stop the past few days after seeing exactly those videos that inspired you. This literally feels like some divine gift for me right now! Thank you so much.
I have to write a comment on this because this is so much work and it is the most amazing and comprehensive addon ive seen and this is such a streamlined way to approach this style of render! Bless your soul and this community
Just so you know. If you add the tag "yt:cc=yes" then the video will this tag will automatically turn on captions. Just saying since you were asking to turn them on in the description.
Dude this is awesome! Cody's method isn't as easy when you aren't familiar with painting software and I bought Wyatt's tool kit which is great but can lag for more intensive scenes. I feel like this makes things much easier for my level of skill. Instant sub!
Thank you for this video and for the free blend file! I really needed to find a way to achive this painterly look and here you go, dropping an amazing explanation of your method and giving us an opportunity to experiment with the settings!
THANK YOU SO MUCH, ive been banging my head against this wall for the past 11 hours trying to create something even remotely similar to this, you are incredible sir, shutup and take my money
big respect to you from Russia. i too watched Cody Grindy video and was thinking on how to make proccess easier. one thing i want to note is that painting from texture makes un-alligned strokes at UV stitches. It Can be spotted at the top of the monke head in example .blend file. A bit of hand fixes will do the trick but, well, you know, kinda ugly. Could also be useful if strokes could be generated outomatically
Yo this is actually a super cool setup, much prefer this procedural setup than hand-painting it since we can adjust brush sizes / noise afterwards. Kudos on the work! I've been wanting to get a solid workflow down for this, and the only issue I'm really left with is discontinuities along UV seams. Would be super cool if there was the ability to paint the curves on the surface of the mesh and then project them back into UV space. Would be nice to inherit the world space scale so you don't have to worry about scale distortion on the UV map as well. Easier said then done though lmao.
Like my old master said: "I love you" _ Patrick Star Jokes aside, thanks for this you really saved me. My head was burning trying to figure it out, giving you credits every time i use it.
I think that you have made a powerful tool for a specific purpose but that can be used for a much more than you designed it for. The obvious thing is converting photos into paintings. You could use this for animating video clips into animated paintings, for example
Such as? I know there are filters but this is a lot more powerful because of the ability to directly edit and paint strokes. I think it's worth a try for a short video clip. You can get really creative with the direction of the brush strokes, like creating flowing effects or waving or other distortions. @@ffuthoni
One small suggestion based on a comment on Cody's video. This should have an additional render type where it samples the UV coordinates of the object. This way you could take a textured object and use the newly sampled UVs to accurately sample any other textures.
I thought about it but i didn't realize how it could be useful so i forgot to add it. I'll do some tests and maybe add it as an update, it shouldn't be too hard Thank you for the input!
@@ffuthoni Yeah, Currently as it is, You wouldn't have as much control over the colouration of your objects. If I wanted to paint on ambient occlusion or just generally have different colours in different areas of the model, There's not really a way to easily do that with the current setup. The random index is great for adding random variation, But not for if you want one area to be a different colour than another. With that being said, This is some great work and will make this method so much easier for people.
Hey! I'm currently doing something with this and would like to hear some feedback from you to make sure I'm in the right direction and there's no misunderstanding here if you don't mind, is there any other places where i can send you message and images to discuss this?
Hey Love your Work! i am not able to find how i can bake the normal map and display it on my object to check if the result is good. Can anybody guide me?
Man i love this so much and been using it for weeks now ! Just a question, is it possible to add some kind of random color pick ? So it still add some color variation on one colored area like flat surface ?
Not using this Blender tool, but through developing my own like this one I found you could create a duplicate render of the map that has all the brush strokes that are painted on top of the normal map (the one labeled "Alpha render" in the video), and this time assign to each brushstroke a different hue on the grayscale (dark gray to white). Then, you can blend this map with the basemap for the model. The white brush strokes will keep the original color whilst the darker brush strokes will mix and become slightly darker. This creates variation on the whole model however, and I'm not a big Blender user so I wouldn't be able to tell you how to do it in that. hope i helped though :)
Hi FFuthoni, the visual effect of this is very surprising, I am very interested to know how to deal with the light and display effect of the UV seam after processing the normal line like this, so that it looks normal without seam problems.
Amazing work! I found the inital work of your inspirations amazing, but you you used their knowledge and made a much simpler workflow. I experimented with the same principle, but using tangent maps for animated characters. However I wasn't satisfied since it was much more complicated to "paint" a tanget Normal map than an object based map. Wouldn't it be possible to use your method of stroke paintings with a tangent map aswell?
tangent-space normal involves some kind of math to get it right that I don't really understand for animation, you could maybe bake the object-space normal map from the painting to tangent-space as mentioned in Cody's video
considering you have the surface normals and geometry of the object, do you think its possible to autogenerate the curves? it seems very doable. awesome work!
This looks amazing! Although I don't understand Geometry Nodes 100% yet, I'm wondering if this can be used to paint Stitches? I'm finding ways to paint stitches and bake them to a normal map and diffuse map. But without having to paint each stitch manually 1 by 1. I'm willing to pay for an addon that can do that!
this is awesome thanks for the tutorial!! :D A little question - is it possible to also import the materials into substance painter/designer, if so, how would you do it? :)
you can find it in the Shader Editor and in the Add menu, under the Texture section, choose the Image Sequence, it's the second one under the Multiple Images option
I got the plugin it is awsome!!! i just need some help importing a normal map that is already baked and painting over it? i am always ending up with a black image.
idk what exactly caused your problem but 1. make sure the "Use Baked Normal Map" is enabled 2. the normal map is selected in the modifier settings 3. the normal map is connected in the material 4. the UV Map name in the modifier properties is the same as the name of your object's UV Map
I think it can work on any input that can be controlled with driver. you can check this by right-clicking on an input and see if the "Add Driver" option is available.
Is it possible to make it so that we can draw the lines directly on the object instead of having to do it on the 2d unwrapped image? Or do you think that kind of feature would be too complicated to implement?
that's what I've been looking for the past weeks/month but I haven't found a working/usable 'design' so I had to settle with this 2D approach for now I believe there has got to be some better ways to do it
@@ffuthoni I'm looking for the same function too. I read your nodes and figured if we can somehow map the curve(painted directed on object)-UV offset to the object-UV offset then, we can transfer the curve from object-based to UV-based. But I think im not skilled enough to write such complicated node. On the other hand, I'm wondering if you find a good way to remove the artifacts that between each strokes there will be a 3 piexie-ish wide line which causes a unsmooth edge of each stroke. I think it is created by the rendering that there will always be one pixel landed between two color and evens out the color. I managed to use facet in photoshop to deminish this artifact to a certain degree but it's still there. Do you have any suggestions other than rise up the resolution? Thank you very much for everything you did to the community!
I'm currently exploring few ideas to paint on the 3D object that may or may not work. About the artifacts, could you elaborate more on that? i don't think i quite follow. maybe you can contact me somewhere else that we can send images.
after watching the relevant segment on 0.1x speed I still don't understand how to get tangent space normal map out... ^^ I only ever get object space. What am I doing wrong/missing?
I can't tell precisely what causing your problem here would you mind contacting somewhere else where you can send pictures of the problem. I find it such a hassle to solve a problem through comments here. Thanks!
idk what's the most accurate but i did it by "shifting" the range instead of going from -1 to 1, i remap it from 0 to 1 then i sample the normal using the sample nearest surface node
i'm not sure what happens in your case but make sure you enable the "Use Baked Normal Map" option and select the normal map in the modifier setting and plug in the normal map in the material and make sure the UV Map name in the modifier setting is the same as the name of your object's UV Map
Thanks for replying @@ffuthoni . Object is selected in the modifier, everything looks to be correct but there's nothing showing up in the viewport where the map should be. I can go ahead and draw curves in edit mode but no colour or strokes show up.
*UPDATE*
1. Added _"Sampled UV Map"_ render option. Useful to map your image texture. More details here: ua-cam.com/video/yEjShS5Cebc/v-deo.html
I love how, after the video of Cody Gindy, everyone is contributing to achieving a better result. My respects to the blender community
Legit huge respect for releasing it for free. This looks like you put way too much effort and could easily make you decent money on the blender marketplace, but you chose to make it free.
You sir are trully special.
Thank you so much!
This gentlemen not only make this free for download, but also give advices and caution while working. Our community is such a blessed to have guy like you. Respect.
This combines the personalization of the hand strokes of the painting itself with the benefits of procedural, great video man!
i love you, and everyone supporting this community. Thank you
What I love the most about Blender is how community driven is, you posted this really amazing tool for free, thank you !
yo that's what the community is all about!! getting inspiration, showing them, improving them and passing the knowledge forward. you are a legend!!! and got a new sub
You elevated those concepts quickly. I guess Wyatt has been iterating for a bit. Its a wonderful example of why Blender and it’s community is so great.
This is AMAZING! I've been testing and trying to re-create this style non-stop the past few days after seeing exactly those videos that inspired you. This literally feels like some divine gift for me right now! Thank you so much.
Genius! Thank you for releasing this for free!
I'm so amazed by how people figure out this stuff and experiment to get these results. Tha is you very much to show this!!!
I have to write a comment on this because this is so much work and it is the most amazing and comprehensive addon ive seen and this is such a streamlined way to approach this style of render! Bless your soul and this community
Just so you know. If you add the tag "yt:cc=yes" then the video will this tag will automatically turn on captions. Just saying since you were asking to turn them on in the description.
I didn't know that, thank you!
Dude this is awesome! Cody's method isn't as easy when you aren't familiar with painting software and I bought Wyatt's tool kit which is great but can lag for more intensive scenes. I feel like this makes things much easier for my level of skill. Instant sub!
This and the referenced video are changing the entire stylized rendering landscape for everyone :D
Thank you for this video and for the free blend file! I really needed to find a way to achive this painterly look and here you go, dropping an amazing explanation of your method and giving us an opportunity to experiment with the settings!
Thanks you 😊, this video should have more views
THANK YOU SO MUCH, ive been banging my head against this wall for the past 11 hours trying to create something even remotely similar to this, you are incredible sir, shutup and take my money
big respect to you from Russia. i too watched Cody Grindy video and was thinking on how to make proccess easier. one thing i want to note is that painting from texture makes un-alligned strokes at UV stitches. It Can be spotted at the top of the monke head in example .blend file. A bit of hand fixes will do the trick but, well, you know, kinda ugly. Could also be useful if strokes could be generated outomatically
Finally! Its so nice of you to share with us this technique... props to you man!
This is amazing! Thank you so much for sharing your knowledge with the community.
You're incredible. Thank you for releasing it for free! Doing wonders for the community
Holly, this is awesome! I love the recent explosion in painterly style rendering. And thank you so much for making this free, you are a hero!
Insane amount of respect to this man this is awesome!!!
Are we not going to talk about FFuthoni's amazing music taste
haha.. turns out youtube audio library has some pretty good songs 😅
Yo this is actually a super cool setup, much prefer this procedural setup than hand-painting it since we can adjust brush sizes / noise afterwards. Kudos on the work!
I've been wanting to get a solid workflow down for this, and the only issue I'm really left with is discontinuities along UV seams. Would be super cool if there was the ability to paint the curves on the surface of the mesh and then project them back into UV space. Would be nice to inherit the world space scale so you don't have to worry about scale distortion on the UV map as well. Easier said then done though lmao.
Thank you!
I've been exploring few ideas to get around the UV seams limitation but haven't found a work-able approach
Wow dude, just wow. My hat is off to you sir!
This is gonna save me so much time for my uni project.
What an absolute legend. Thanks for sharing brother 👍🏾😇
my guy this is amazing thank you so much. have a nice day
Like my old master said:
"I love you"
_ Patrick Star
Jokes aside, thanks for this you really saved me.
My head was burning trying to figure it out, giving you credits every time i use it.
I got a lot of learning to do. But I definitely wanna try this out
Love the video! Thanks for releasing the effect for free too!
bro your actually a lad for making this and free thanks im broke but you deserve at least a dollar
I think that you have made a powerful tool for a specific purpose but that can be used for a much more than you designed it for. The obvious thing is converting photos into paintings. You could use this for animating video clips into animated paintings, for example
I was actually thinking something similar but I was worried that it would be too close to stuff that is already out there
Such as? I know there are filters but this is a lot more powerful because of the ability to directly edit and paint strokes. I think it's worth a try for a short video clip. You can get really creative with the direction of the brush strokes, like creating flowing effects or waving or other distortions. @@ffuthoni
This is great, this has so much potential uses.
This is great, this has so much potential for use.
stunning work, thank you so much
Me who has no Blender experience and only have been drawing digitally watching this video: visible confusion and impressed
Thank you so much for do this
a lot of learn from you.
thank you for all your work man.
Why is your background music so awesome?
This is so good! Found a better painting workflow with it
God I love this community.
Looks great, well done!
One small suggestion based on a comment on Cody's video. This should have an additional render type where it samples the UV coordinates of the object. This way you could take a textured object and use the newly sampled UVs to accurately sample any other textures.
I thought about it but i didn't realize how it could be useful so i forgot to add it.
I'll do some tests and maybe add it as an update, it shouldn't be too hard
Thank you for the input!
@@ffuthoni Yeah, Currently as it is, You wouldn't have as much control over the colouration of your objects. If I wanted to paint on ambient occlusion or just generally have different colours in different areas of the model, There's not really a way to easily do that with the current setup. The random index is great for adding random variation, But not for if you want one area to be a different colour than another.
With that being said, This is some great work and will make this method so much easier for people.
Hey! I'm currently doing something with this and would like to hear some feedback from you to make sure I'm in the right direction and there's no misunderstanding here
if you don't mind, is there any other places where i can send you message and images to discuss this?
Massively cool, thanks for sharing!
this is amazing!
you are my savior, thank you!!
Thank you so mush for this video! its amazing!!!
blender added a new tool called brushstroke tools hope you give us a tutorial on that one too!
You're video is art
Te mereces mas suscriptores amigo! sigue asi
Hey Love your Work! i am not able to find how i can bake the normal map and display it on my object to check if the result is good. Can anybody guide me?
That's why i love internet you can find pretty cool personne who are passionnated and purpose strong stuff, you're a fucking monster guy !!!
Amazing work! Can’t wait to try it
Instant subcribe, good job!!
thanks,...respect for you man
I wish I knew how to use blender properly and use this, hopefully I don’t get lost!
nice werk mawmah
Great work! Very cool
You are my god, respect you!
Man i love this so much and been using it for weeks now ! Just a question, is it possible to add some kind of random color pick ? So it still add some color variation on one colored area like flat surface ?
Not using this Blender tool, but through developing my own like this one I found you could create a duplicate render of the map that has all the brush strokes that are painted on top of the normal map (the one labeled "Alpha render" in the video), and this time assign to each brushstroke a different hue on the grayscale (dark gray to white). Then, you can blend this map with the basemap for the model. The white brush strokes will keep the original color whilst the darker brush strokes will mix and become slightly darker. This creates variation on the whole model however, and I'm not a big Blender user so I wouldn't be able to tell you how to do it in that.
hope i helped though :)
Very cool!
Hi FFuthoni, the visual effect of this is very surprising, I am very interested to know how to deal with the light and display effect of the UV seam after processing the normal line like this, so that it looks normal without seam problems.
UV seam is currently one of the limitations of using this setup unfortunately
Amazing work! I found the inital work of your inspirations amazing, but you you used their knowledge and made a much simpler workflow.
I experimented with the same principle, but using tangent maps for animated characters. However I wasn't satisfied since it was much more complicated to "paint" a tanget Normal map than an object based map. Wouldn't it be possible to use your method of stroke paintings with a tangent map aswell?
tangent-space normal involves some kind of math to get it right that I don't really understand
for animation, you could maybe bake the object-space normal map from the painting to tangent-space as mentioned in Cody's video
Would this work well in a character design, or a video game where everything uses this ?
considering you have the surface normals and geometry of the object, do you think its possible to autogenerate the curves? it seems very doable. awesome work!
It is doable, but I found it a bit tricky to control the brush size and density
THANK YOU SO MUCH, I seriously gave up on his because i spent 2 days painting in photopea and it didnt give a good result
Thank you very much sir.
This looks amazing!
Although I don't understand Geometry Nodes 100% yet, I'm wondering if this can be used to paint Stitches?
I'm finding ways to paint stitches and bake them to a normal map and diffuse map. But without having to paint each stitch manually 1 by 1.
I'm willing to pay for an addon that can do that!
You totally could!
I saw many artists making stitches with GeoNodes before
Awesome!
Using geo nodes kinda make it more complicated though. You can achieve the same by painting straight on the 3D object.
Yeah you're right!
the benefit of making this with GeoNodes is procedural-ity and/or non-destructiveness
Genius!
Thank you!
Holy... shiiiii I love this
this is awesome thanks for the tutorial!! :D A little question - is it possible to also import the materials into substance painter/designer, if so, how would you do it? :)
what material are we talking about here?
When I draw a curve, the brush strokes have a difference in height position. Why is that and how can I fix it?
thank you, very informative🔥
but i dont have that "image sequence node":(
please tell me if you know what the reason is
you can find it in the Shader Editor and in the Add menu, under the Texture section, choose the Image Sequence, it's the second one under the Multiple Images option
I got the plugin it is awsome!!! i just need some help importing a normal map that is already baked and painting over it? i am always ending up with a black image.
idk what exactly caused your problem but
1. make sure the "Use Baked Normal Map" is enabled
2. the normal map is selected in the modifier settings
3. the normal map is connected in the material
4. the UV Map name in the modifier properties is the same as the name of your object's UV Map
Thank you
Hi ! Thank you for everything !
i've got an issue :How to replace my normal map with the original one?😭I am a novice,please 🥺🥺🥺🥺🥺🥺🥺🥺
would you mind elaborate on this? I need more information
Wow never knew that adding #XXXX wouod add a driver to an inout. Does that work on any input?
I think it can work on any input that can be controlled with driver. you can check this by right-clicking on an input and see if the "Add Driver" option is available.
@@ffuthoni any input can have a driver, like anything where it shows on right click. I just never knew you could add such context so easily
So this is probably more or less how the TMNT movie textures were made. They had to use a procedural method.
Good freaking lord man
Is it possible to make it so that we can draw the lines directly on the object instead of having to do it on the 2d unwrapped image? Or do you think that kind of feature would be too complicated to implement?
that's what I've been looking for the past weeks/month but I haven't found a working/usable 'design' so I had to settle with this 2D approach for now
I believe there has got to be some better ways to do it
@@ffuthoni I'm looking for the same function too. I read your nodes and figured if we can somehow map the curve(painted directed on object)-UV offset to the object-UV offset then, we can transfer the curve from object-based to UV-based. But I think im not skilled enough to write such complicated node. On the other hand, I'm wondering if you find a good way to remove the artifacts that between each strokes there will be a 3 piexie-ish wide line which causes a unsmooth edge of each stroke. I think it is created by the rendering that there will always be one pixel landed between two color and evens out the color. I managed to use facet in photoshop to deminish this artifact to a certain degree but it's still there. Do you have any suggestions other than rise up the resolution? Thank you very much for everything you did to the community!
I'm currently exploring few ideas to paint on the 3D object that may or may not work.
About the artifacts, could you elaborate more on that? i don't think i quite follow. maybe you can contact me somewhere else that we can send images.
It's broken, I didn't touch anything in the file yet it's showing black strokes.
2:10 How in the world do you do this?
Capturing the normal? or laying the mesh on the UV coordinate?
Did you figure it out?
@@ffuthonilaying the mesh
after watching the relevant segment on 0.1x speed I still don't understand how to get tangent space normal map out... ^^ I only ever get object space. What am I doing wrong/missing?
I can't tell precisely what causing your problem here
would you mind contacting somewhere else where you can send pictures of the problem.
I find it such a hassle to solve a problem through comments here. Thanks!
could i know if this one can bake the texture to unreal engine and create the same effect?
I think you could use the textures from this setup in unreal engine
How did you capture the normal data of the objects? I see a bunch of methods but what's the most accurate?
idk what's the most accurate but i did it by "shifting" the range instead of going from -1 to 1, i remap it from 0 to 1
then i sample the normal using the sample nearest surface node
What if you wanted to add this effect on a already textured object ?
There are many ways that I could think of doing this but one way is to mix the original textures and the output textures from this setup
Regarding this deception trick, can I use it with eevee or is it limited to the cycle only?
all the renders in this video were done using eevee but i think cycles should work just fine
@@ffuthoni
I've heard a lot that it doesn't work in eevee, but that's good to hear. I was hesitant to try it, thanks man.
I wonder, how hard is it to use these nodes in Maya?
I've always wanted a tutorial like this, but in Maya
I think you could use the output textures created with this setup and use them in Maya
no matter what I do the only normal map that shows is the suzanne baked map or nothing at all
i'm not sure what happens in your case but make sure you enable the "Use Baked Normal Map" option and select the normal map in the modifier setting and plug in the normal map in the material
and make sure the UV Map name in the modifier setting is the same as the name of your object's UV Map
Hi! Where can I find the world space normals?
Isn't world space normal basically the same as object space normal?
Ehrenmann
It keeps saying source mesh must have faces? But it does.
have you selected any object or drawn any curve at all?
or is the name of UV Map in the modifier the same as the name your object's UV Map?
Thanks for replying @@ffuthoni . Object is selected in the modifier, everything looks to be correct but there's nothing showing up in the viewport where the map should be. I can go ahead and draw curves in edit mode but no colour or strokes show up.
Thanks! @@ffuthoni The issue was with the UV Map name. It was different than the default. Awesome work BTW
Can anyone explain how to render out the texture ?
You can render them just how you would render like usual in blender