For disambiguation, Goo Blender has been renamed to "Goo Engine" to protect the Blender trademark! www.gooengine.org Also I forgot to mention that you need Screenspace Refraction turned on for both the material and the scene for Screenspace Info to work! Hope that helps!
Just a little note, the terminator is actually the line separating light from shadow, what you refer to as "terminators" are terminator *artifacts* which are the result of a bug
We have plans to submit a few of the quality of life ones, and also plan to work closely with Blender for future NPR roadmaps! However, many of the shader nodes aren't compatible with Blender's plans for Eevee, and they wouldn't make it in even if we submitted them :( but that's why we're releasing the build to you guys independently! :D
Can't wait to see more small-scale animation creators/studios pop off from this on UA-cam or making being able to propose their series to streaming services (like Dragon Prince). I know it's probably a little ways a way, but I really look forward to it.
This is insane. Definitely checking it out (in fact I just joined your Patreon!) Looking forward to the other videos showing Goo Engine's features and how to use them! I personally would appreciate a video on how to go about working with textured meshes to get nice shading / lit areas, as well as how to Edit the Normals for an authentic look! Anyways, great presentation, you are very easy to follow and listen to :)
This is what many of us need. I don't want to spend hours trying to figure out normals for stylized shading. I want to create my character and then make my piece of still art or animation. I'll gladly pay for the privilege of having someone else do the heavy lifting for the shader so I can go on and create!
I'm really glad that a lot of these nodes were added, especially the Set Depth (Z Index) node. A lot of these features used to be composite time only, despite being relatively easy to implement through Shaders directly in runtime. Though that might just be my perspective due to game development, which doesn't let composite on effects at a later point in time.
Timestamps: 0:00 Intro to Goo Engine and NPR (Non-Photorealistic Rendering) 1:24 4 New Major Nodes (Shader Info Node, Curvature Node, Screenspace Info Node, Set Depth Node) 1:54 Traditional Toon Shader vs Shader Info Node - Demo 3:05 Limtations of Traditional Toon Shader 4:10 Shader Info Node Intro 4:25 Shader Info Node - Diffuse Shading output 5:01 Shader Info Node - Cast Shadows output 5:45 Shader Info Node - Self Shadows output 7:18 Shader Info Node - Ambient Lighting output 9:32 Shader Info Node Disclaimers 10:43 Curvature Node Intro 11:15 Curvature Node Default Outputs 11:50 More on Curvature Node Use Cases 12:57 Default Curve Node Settings: Samples, Sample Radius, and Thickness 13:55 Curvatue Node Disclaimers 14:43 Set Depth Node Intro 16:13 Blender Material Settings to Enable Set Depth Node 16:55 Screenspace Info Node Intro 17:40 Screenspace Info Node - View Position Input 18:20 Screenspace Info Node Outputs: (Screen Color + Screen Depth) 20:00 Intro to SDFs 21:07 SDF primitives 22:22 Light Groups Intro 23:15 Light Groups - Create new 23:44 'Use Default Group' checkbox 26:13 Light Group Shadows 27:17 Removing Light Groups 28:30 Conclusion
Just subbed on patreon, Imma use the fact I paid money for this as a way to keep trying to figure out how to not suck at animating lol. This fork of blender's looking really cool btw, well done.
I'm downloading this purely for the z-depth thing, I've been losing my mind in anticipation of multi-pass in realtime compositing but now I don't need to wait! Also really cool to see the refraction trick implemented, I use that trick often so it's nice to have it in quick node format.
God this shader is so COOL! I REALLY hope you guys will also make some modeling tutorials, assuming you're the guy who made the model you are using! It's really cool looking 🥺🥺🥺
I'm broke, my bad, thought this was gonna be free, back to looking then Maybe one day I'll check it out, looks amazing though and hope people have fun using it
It's free on Github! The Patreon just provides a pre-compiled version for convenience and to encourage supporting the developers. No worries either way though :D I hope you do try it someday
Really, really amazing!! I know this question may have been asked before but I was wondering: could you perhaps showcase how to use the goo nodes on a model that comes with textures? For example, (for practise) on a Genshin Impact model? ^.^
I'm glad that someone made an Blender that allows me to do Anime Stylization to my animations! I'll be using this engine for my Uni Work and I can't wait ^^
I have downloaded the pre-complied version on Patreon but I can't seem to get it to open in Blender. I have been going to preferences and installing it as an add-on but I never see any of the new nodes. I was wondering if anyone out there can tell me what I'm doing wrong.
I wish there were more practical tutorials for Goo. Granted, this is most likely a skill issue on my end, but it is a gripe that me and many others have. I like the idea that theres a fork for Blender designed solely around anime artstyle. I think thats great and even have paid on patreon to support and also get access to it. But now that I have goo engine, I'm left stuck thinking....how exactly is this REALLY different from Blender? Like I'm sure it is, but as an intermediate Blender user, just showing me the nodes doesnt really do much in really understanding its potential. Its kinda like the difference between simply telling someone new to blender what the emission node does on paper and showing them that "hey, the emission shader, when combined with color ramp can be used to make a cool anime shading effect like this, in this anime scenery project". Very hard for me to type down the feeling, but I think the analogy may help get what I mean across. Ive been looking over utube for like a tutorial with someone using goo engine for a project and explaining their process and why they use certain nodes and what they do, and only really found 1 (shoutout to ApexOcity), and in the comments, theres people with similar gripes, that Goo engine is cool but there isn't much tutorials or guides, so its hard to transition from Blender to it, so I dont feel like its just me. I also know people in anime Blender discords that when asked about goo, say the same thing: looks powerful but not alot of guides for it so don't see why they should move to it from regular evee blender. I'm sorry for the long read, and I hope I dont seem disrespectful or anything of the sorts. I do respect your goals and your drive to make a version of Blender thats more geared towards NPR and anime style, especially as thats what I love doing on Blender. I just wish there were more useful resources that helps me and many others understand Goo engine and make it less difficult to use
That is a fair assessment but honestly the best way is probably to learn the max you can for doing anime and npr in regular blender eevee and eventually, either you run into limitations in the default workflow or it's good enough for you. To give you an example I ended up here after editing the normals for my character and while it was almost where I wanted it to, I couldn't use a light that cast shadows so that the character would have shadows on their face from their own hair. I check out this video and I find that I can use this engine to eliminate the object receiving weird shadows from itself, but can still receiving shadows from other objects ie their hair. So really, you kinda have to find your own use cases for now, everything they've implemented here had its reasons, mainly vanilla blender not having such options.
It looks amazing 😮💫 The only thing in NPR rendering is when we convert diffuse to RGB, the material/object can not react with the color of the light. That reason pushes me to use Cycles toon shader. How can I make a police car have red/blue lights or an explosion with a specific color react to the environment and objects in Eevee? Is it possible with Goo Engine?
Pretty cool features, i particularly liked the shapes node, the light groups and the screenspace info thing that works as a lens. The toon shading (sans terminator artifacts) can be done in a minute on default blender, and the world color not affecting things can be achieved easily using a light path node. Oh the "in front" node with a slider was also cool although i don't see myself using it much. I wish some of these were added into normal blender. I don't wanna have to jump back and forth between different builds... but i'll consider it as long as i'm not missing out on some new features that blender keeps putting out
Question, does Goo Engine have the option of having 3 shades instead of 2? I'm looking for something similar, but for my project I need 3 shades of color rather than 2.
this is sooooo cool. are you also planning to show how to basically make the shadows (for example for faces) ramp up step by step if this is even possible (I think you mentioned something like that in the tutorial)? I'm working with a lot of models with basically bad face normals and fixing them model by model is a lot of work (I think in UE5 you can add something like that to allow only a number of specifc base shadings for specific materials to remove stuff like weird cheek/nose shadows and just have the shadows step between those 5 shadows)
So dumb question i got the goo blender file from git hub. But how do install or turn it on? Do i replace the current blend files with these files or is there a startup file in the goo blender master files
This light go-over of the key features of this... side... build I guess, of blender shows how much of a good showmen.... umm, Professor Goo is. Don't know how many takes this took, if any past one, but it felt like a great overview of the side build AND something entertaining to watch/listen to. The different nodes all felt more amazing as they where shown off, and even the light groups (which are just as awesome) had my mind spinning of possible uses. Like! Say you want to have and old Noir scene in your blender anime but making all the little bits and bobs for the shadow of the villain on the wall is too time consuming. NOW you just tie the character to one light group, make sure the wall is going to only cast the shadows from that character and the other lights, and BOOM you've got an eeriy scene that hints at the true ID of the bad...person, without a LOT of extra work. (To be fair I haven't tried doing it so I might be missing a lot of steps but that is the basic idea) I'm honestly going to try and add this build into my learning of blender so that I can either skip over, add in, or alter how I am doing things to allow my projects to flow easier. Also, side note, love how much work you all put into the Professor Goo Vtuber model.
Can’t find the “add” under toonshader with default nodes. There’s a few adds but they don’t have the same attributes as the one on screen. Idk what to do.
For curiosity's sake, is it feasible to have a node that outputs the light direction? Does Eevee handle lighting in a way that would allow multipass lighting for custom effects, or would that require a new render engine?
I'm having trouble recreating this. Running Goo 4.0.3. It might be helpful to have a tutorial where you set these up from just a blank slate. Like where did you get those math nodes that are specifically for color?
For subscreen space info part, for some resason it is only showing the fog only, it's only black and white with fog and not showing the colors of objects present in viewport pls help
These features are amazing!I know it's a little bit different, but will you have a tutorial on how to approach creating characters from Ruki? Or is this maybe something we can ask her in the discord?
Amazing. It really is! Many of these things I'd love to see in vanila Blender. I'd love those SDF primitives for example - but I'm afraid it's not "basic" enough for the purist devs of Cycles. But mostly your lightgroups! I hope the devs adapt your solution OR follow the simplicity of your solution. (I'm personally a bit afraid that they will over-complicate it when once - in the next few years - they get there and implement it. Have you talked about this specific feature being adopted by them? BTW why did you decide to make it material dependent instead of object dependent? Does it happen often in your pipeline that you have an object with multiple materials and you need one of those materials to be affected by a different light source? For me this would be enough as an object property.
I have a quick question. It’s probably a stupid question but can I use goo engine and blender on a gaming pc such as a sky tech blaze 3.0 I’m trying to do my research on this cause I want to get into animation but also make avatars for vr chat and play games on my pc.
Hello Mr. I'm Rizuki. May i ask you something? How can you record with 3d Model? Can i do it for Livestream? Pls give me the answer, i need it for my Livestreaming as a Vtuber... Thank you 🙏🏻
hey do you think you could make a tutorial for doing hair highlights, like the one for your character model that shows up in the bottom left of the video?
2:09 confused me. The Mix node didn't start working until Diffuse was completely white and the Mix Node was in Overlay. Just added this for anyone else.
Lightning boy shader has the same limitations as default Blender as outlined in the video! They also use an RGB hack for light groups, which limits the number of light groups to 3. Goo Engine has up to 128 light groups. Their shader is great, though! Using Goo Engine would only enhance Lightning Boy's already amazing shader to unlock its full potential, I think.
pretty sure you gonna have to compile it yourself. or Pay his patreon to get it a compiled version. Basiclly if your a developer is free, if not seems like you gonna have to fork up some cash for it
Please! How to run a build that is on Github? Thank you very much in advance. PS I just never did it and do not understand yet. Even reading the manual for Blender.
Unfortunately contact shadows are handled outside of the shader itself, so we couldn't find a way to manipulate those in the shader editor in Eevee :< we'll definitely be looking for additional solutions in the future!
@@professorGoo Ahh gotcha, I was wondering why things weren't matching up with the shader info node Wish the best of luck to you guys, keep up the good work
For disambiguation, Goo Blender has been renamed to "Goo Engine" to protect the Blender trademark! www.gooengine.org
Also I forgot to mention that you need Screenspace Refraction turned on for both the material and the scene for Screenspace Info to work! Hope that helps!
Just a little note, the terminator is actually the line separating light from shadow, what you refer to as "terminators" are terminator *artifacts* which are the result of a bug
OOO yes thanks for the clarification! Curse those terminator artifacts REEEEEE
@@professorGoo how to fix or any workaround for it
No, im pretty sure they are robots that come from the future controlled by corrupt ai
"Terminator: Jagged Spikes" was a terrible movie.
LMAO
Please submit these code improvements to the official blender as well! Great work!!
We have plans to submit a few of the quality of life ones, and also plan to work closely with Blender for future NPR roadmaps! However, many of the shader nodes aren't compatible with Blender's plans for Eevee, and they wouldn't make it in even if we submitted them :( but that's why we're releasing the build to you guys independently! :D
@@professorGoo Cool! Imagine if this build would be used by profissional companies to make animations... Maybe thats possible!
@@professorGoo light linking will solve a lot of issues.
@@professorGoo Can’t you just fork Eevee?
Can't wait to see more small-scale animation creators/studios pop off from this on UA-cam or making being able to propose their series to streaming services (like Dragon Prince). I know it's probably a little ways a way, but I really look forward to it.
This is insane. Definitely checking it out (in fact I just joined your Patreon!) Looking forward to the other videos showing Goo Engine's features and how to use them!
I personally would appreciate a video on how to go about working with textured meshes to get nice shading / lit areas, as well as how to Edit the Normals for an authentic look!
Anyways, great presentation, you are very easy to follow and listen to :)
I'm planning on making a tutorial just like that :D stay tuned!
YOU NEVER GAVE ME A PART 2 TO YOUR "HOW TO RIG ANYTHING" SERIES!!
LOL that's because I discovered the Generate button and everything I knew was turned upside down
This is what many of us need. I don't want to spend hours trying to figure out normals for stylized shading. I want to create my character and then make my piece of still art or animation. I'll gladly pay for the privilege of having someone else do the heavy lifting for the shader so I can go on and create!
DONT GET BAITED BUT THESE LOWLIFE SCAMMERS ITS NOT GOO,its a scammer
It's awesome how much you're helping your fellow animators. Excellent work.
I'm really glad that a lot of these nodes were added, especially the Set Depth (Z Index) node.
A lot of these features used to be composite time only, despite being relatively easy to implement through Shaders directly in runtime.
Though that might just be my perspective due to game development, which doesn't let composite on effects at a later point in time.
Timestamps:
0:00 Intro to Goo Engine and NPR (Non-Photorealistic Rendering)
1:24 4 New Major Nodes (Shader Info Node, Curvature Node, Screenspace Info Node, Set Depth Node)
1:54 Traditional Toon Shader vs Shader Info Node - Demo
3:05 Limtations of Traditional Toon Shader
4:10 Shader Info Node Intro
4:25 Shader Info Node - Diffuse Shading output
5:01 Shader Info Node - Cast Shadows output
5:45 Shader Info Node - Self Shadows output
7:18 Shader Info Node - Ambient Lighting output
9:32 Shader Info Node Disclaimers
10:43 Curvature Node Intro
11:15 Curvature Node Default Outputs
11:50 More on Curvature Node Use Cases
12:57 Default Curve Node Settings: Samples, Sample Radius, and Thickness
13:55 Curvatue Node Disclaimers
14:43 Set Depth Node Intro
16:13 Blender Material Settings to Enable Set Depth Node
16:55 Screenspace Info Node Intro
17:40 Screenspace Info Node - View Position Input
18:20 Screenspace Info Node Outputs: (Screen Color + Screen Depth)
20:00 Intro to SDFs
21:07 SDF primitives
22:22 Light Groups Intro
23:15 Light Groups - Create new
23:44 'Use Default Group' checkbox
26:13 Light Group Shadows
27:17 Removing Light Groups
28:30 Conclusion
Omg this is incredible! We can finally make cleaner toon shaded models now, amazing work on this!
DONT GET BAITED BUT THESE LOWLIFE SCAMMERS ITS NOT GOO,its a scammer
Just subbed on patreon, Imma use the fact I paid money for this as a way to keep trying to figure out how to not suck at animating lol.
This fork of blender's looking really cool btw, well done.
I'm downloading this purely for the z-depth thing, I've been losing my mind in anticipation of multi-pass in realtime compositing but now I don't need to wait!
Also really cool to see the refraction trick implemented, I use that trick often so it's nice to have it in quick node format.
Okay, this is just exactly what Eevee was missing. Thank you so much for this wonderful build !
God this shader is so COOL! I REALLY hope you guys will also make some modeling tutorials, assuming you're the guy who made the model you are using! It's really cool looking 🥺🥺🥺
The screenspace info node looks really powerful there !
Just discovered about Goo Engine and I'm really happy about it cuz it's just what I was looking for 😍😭. Keep up the good work!
I'm broke, my bad, thought this was gonna be free, back to looking then
Maybe one day I'll check it out, looks amazing though and hope people have fun using it
It's free on Github! The Patreon just provides a pre-compiled version for convenience and to encourage supporting the developers. No worries either way though :D I hope you do try it someday
@@professorGoo oooohhhhh why didn't you tell me, thank you thank you sooo much
8:45 Yes!! This feature alone has sold me; world lighting was so frustrating to deal with!
Really, really amazing!! I know this question may have been asked before but I was wondering: could you perhaps showcase how to use the goo nodes on a model that comes with textures? For example, (for practise) on a Genshin Impact model? ^.^
Great suggestion! I can put it on the list of tutorials to make :D
Dammit you made me download the whole video at 12:37 at night
Btw great work
Those shadows look beautiful 😍 🤩
Fantastic! Thanks so much for providing us with this gem of a build
Wow! Trying it this week ! Really thankful for this.
This si the Best project to indie animators, Many successes in this development Professor Good
I'm glad that someone made an Blender that allows me to do Anime Stylization to my animations!
I'll be using this engine for my Uni Work and I can't wait ^^
DONT GET BAITED BUT THESE LOWLIFE SCAMMERS ITS NOT GOO,its a scammer
Thank you so much for providing tutorials!!! 😃🤩💗✨️!
I have downloaded the pre-complied version on Patreon but I can't seem to get it to open in Blender. I have been going to preferences and installing it as an add-on but I never see any of the new nodes. I was wondering if anyone out there can tell me what I'm doing wrong.
It's a totally standalone build of blender! Instead of installing it as an addon, simply unzip the file and open the blender.exe file :)
@@professorGoo There is no blender.exe file
@@Papuaani . X2
I wish there were more practical tutorials for Goo. Granted, this is most likely a skill issue on my end, but it is a gripe that me and many others have. I like the idea that theres a fork for Blender designed solely around anime artstyle. I think thats great and even have paid on patreon to support and also get access to it. But now that I have goo engine, I'm left stuck thinking....how exactly is this REALLY different from Blender? Like I'm sure it is, but as an intermediate Blender user, just showing me the nodes doesnt really do much in really understanding its potential. Its kinda like the difference between simply telling someone new to blender what the emission node does on paper and showing them that "hey, the emission shader, when combined with color ramp can be used to make a cool anime shading effect like this, in this anime scenery project". Very hard for me to type down the feeling, but I think the analogy may help get what I mean across. Ive been looking over utube for like a tutorial with someone using goo engine for a project and explaining their process and why they use certain nodes and what they do, and only really found 1 (shoutout to ApexOcity), and in the comments, theres people with similar gripes, that Goo engine is cool but there isn't much tutorials or guides, so its hard to transition from Blender to it, so I dont feel like its just me. I also know people in anime Blender discords that when asked about goo, say the same thing: looks powerful but not alot of guides for it so don't see why they should move to it from regular evee blender.
I'm sorry for the long read, and I hope I dont seem disrespectful or anything of the sorts. I do respect your goals and your drive to make a version of Blender thats more geared towards NPR and anime style, especially as thats what I love doing on Blender. I just wish there were more useful resources that helps me and many others understand Goo engine and make it less difficult to use
That is a fair assessment but honestly the best way is probably to learn the max you can for doing anime and npr in regular blender eevee and eventually, either you run into limitations in the default workflow or it's good enough for you. To give you an example I ended up here after editing the normals for my character and while it was almost where I wanted it to, I couldn't use a light that cast shadows so that the character would have shadows on their face from their own hair. I check out this video and I find that I can use this engine to eliminate the object receiving weird shadows from itself, but can still receiving shadows from other objects ie their hair. So really, you kinda have to find your own use cases for now, everything they've implemented here had its reasons, mainly vanilla blender not having such options.
Very useful! Definitely be using this in the future!
Gna use this for 3d environments, highlights are perfect and just wat i needed
It's the Goo man himself!!! I can't wait to learn!
I'm really surprised by how responsive your avatar is. Looks really good!
Man I love NPR Render, I also love software development. This is my dream right here taking form (by *not* me T.T )
It looks amazing 😮💫 The only thing in NPR rendering is when we convert diffuse to RGB, the material/object can not react with the color of the light. That reason pushes me to use Cycles toon shader.
How can I make a police car have red/blue lights or an explosion with a specific color react to the environment and objects in Eevee?
Is it possible with Goo Engine?
I’m back I finally finished all 43 videos of the blender fundamentals series it only took most of my day but I’m back.
Woooo amazing.... Thanks 🙏🏽🙏🏽
one small step for man, but one big step for animation...
Doing the lord's work
Pretty cool features, i particularly liked the shapes node, the light groups and the screenspace info thing that works as a lens. The toon shading (sans terminator artifacts) can be done in a minute on default blender, and the world color not affecting things can be achieved easily using a light path node. Oh the "in front" node with a slider was also cool although i don't see myself using it much. I wish some of these were added into normal blender. I don't wanna have to jump back and forth between different builds... but i'll consider it as long as i'm not missing out on some new features that blender keeps putting out
Question, does Goo Engine have the option of having 3 shades instead of 2? I'm looking for something similar, but for my project I need 3 shades of color rather than 2.
CEL shading can have as many shades as you want.
Why can't I see the object's material through perspective when I perform the 15:36 operation? All goo versions from 3.6-4.00
this is sooooo cool. are you also planning to show how to basically make the shadows (for example for faces) ramp up step by step if this is even possible (I think you mentioned something like that in the tutorial)? I'm working with a lot of models with basically bad face normals and fixing them model by model is a lot of work (I think in UE5 you can add something like that to allow only a number of specifc base shadings for specific materials to remove stuff like weird cheek/nose shadows and just have the shadows step between those 5 shadows)
I would pay for a extremely detailed course on how to get the same results as Rukikuri.
So dumb question i got the goo blender file from git hub. But how do install or turn it on? Do i replace the current blend files with these files or is there a startup file in the goo blender master files
From their GitHub, you'll need to build it yourself. They have builds available on their Patreon page.
Heck yes a goo tutorial!!!
The Set Depth node seems to be broken in the 4.1 version of Goo Engine.
Heyo, was trying to figure out how to download, is it with the 5 dollar a month subscription only?
This is absolutely amazing!
Just a question how do i install it , my computer doesnt recognice it.
Once you get the compiled zip file either from Patreon or compiling it yourself, you should be able to unzip it and run the blender.exe file!
@@professorGoo tanks
How did you make the test character's hair. I tried it but I think the alpha channel is giving me a dark shading on that part of the hair
Off topic but what do you use for your animated character here in video… animaze?
I use iFacialMocap and VSeeFace! It's the same avatar I use for streaming on twitch :D
@@professorGoo thanks. I speak on metaverse and have been thinking of youtube with a virtual me. Now I should have an anime version of me created!
This light go-over of the key features of this... side... build I guess, of blender shows how much of a good showmen.... umm, Professor Goo is.
Don't know how many takes this took, if any past one, but it felt like a great overview of the side build AND something entertaining to watch/listen to.
The different nodes all felt more amazing as they where shown off, and even the light groups (which are just as awesome) had my mind spinning of possible uses. Like! Say you want to have and old Noir scene in your blender anime but making all the little bits and bobs for the shadow of the villain on the wall is too time consuming. NOW you just tie the character to one light group, make sure the wall is going to only cast the shadows from that character and the other lights, and BOOM you've got an eeriy scene that hints at the true ID of the bad...person, without a LOT of extra work. (To be fair I haven't tried doing it so I might be missing a lot of steps but that is the basic idea)
I'm honestly going to try and add this build into my learning of blender so that I can either skip over, add in, or alter how I am doing things to allow my projects to flow easier.
Also, side note, love how much work you all put into the Professor Goo Vtuber model.
DONT GET BAITED BUT THESE LOWLIFE SCAMMERS ITS NOT GOO,its a scammer
Things Ive learned from this video cast shadows
So if i pay for the pateron once do i get lifetime access to the engine?
LOVE THIS you just got a new sub
Can’t find the “add” under toonshader with default nodes. There’s a few adds but they don’t have the same attributes as the one on screen. Idk what to do.
this is legit such a great guide!!!!
For curiosity's sake, is it feasible to have a node that outputs the light direction? Does Eevee handle lighting in a way that would allow multipass lighting for custom effects, or would that require a new render engine?
I'm having trouble recreating this. Running Goo 4.0.3. It might be helpful to have a tutorial where you set these up from just a blank slate. Like where did you get those math nodes that are specifically for color?
for some reason my screenspace info node is not working, but I set it up exactly like the video. Is there a bug and a fix for it? luv ur work
How did you make the narration face animation realtime? Little guidance on that would also be great. Thanks!
Probably a Vtuber setup with a custom model
Is there any way to use curvature as black outline? Can't find a way to make it black and mix it into a toon shader from the video.
Try using a mix node instead instead of add/color dodge!
do these nodes come with it or do i have to copy the video and set them up myself
For subscreen space info part, for some resason it is only showing the fog only, it's only black and white with fog and not showing the colors of objects present in viewport pls help
Damn, from dillongootoo, to gootorials and now professor goo.
I AM HERE, READY AND FANSCREAMING!!!
is there a way i can use your toon shader with cycle engine?
These features are amazing!I know it's a little bit different, but will you have a tutorial on how to approach creating characters from Ruki? Or is this maybe something we can ask her in the discord?
Yeah I am more interested on Ruki techniques too
@@ed2fun DONT GET BAITED BUT THESE LOWLIFE SCAMMERS ITS NOT GOO,its a scammer
I wonder if there is a way to replicate this same sort of shader technique or a similar method for Cel shading in unity or unreal engine.
really amazing! but! I'm more interested in how your cartoon character works, was it motion captured in Blender? From translation software, sorry
Amazing work 👍 you made your avatar with blender?
Amazing. It really is!
Many of these things I'd love to see in vanila Blender. I'd love those SDF primitives for example - but I'm afraid it's not "basic" enough for the purist devs of Cycles.
But mostly your lightgroups! I hope the devs adapt your solution OR follow the simplicity of your solution. (I'm personally a bit afraid that they will over-complicate it when once - in the next few years - they get there and implement it. Have you talked about this specific feature being adopted by them?
BTW why did you decide to make it material dependent instead of object dependent? Does it happen often in your pipeline that you have an object with multiple materials and you need one of those materials to be affected by a different light source? For me this would be enough as an object property.
This is BIG . Thank You
@Professor Goo What program do you do to automate your lip synch, Professor Goo?
what is the diffrence between diffuse shading and self shadows outputs in the shader info node ?
This is totally amazing!
I have a quick question. It’s probably a stupid question but can I use goo engine and blender on a gaming pc such as a sky tech blaze 3.0 I’m trying to do my research on this cause I want to get into animation but also make avatars for vr chat and play games on my pc.
Gaming PCs are usually pretty good at running Blender!
Hello Mr.
I'm Rizuki. May i ask you something?
How can you record with 3d Model? Can i do it for Livestream?
Pls give me the answer, i need it for my Livestreaming as a Vtuber...
Thank you 🙏🏻
hey do you think you could make a tutorial for doing hair highlights, like the one for your character model that shows up in the bottom left of the video?
Found out about Goo Engine from the Nameless Road fan animation for Genshin. It looks too good not to try it for myself :)
2:09 confused me. The Mix node didn't start working until Diffuse was completely white and the Mix Node was in Overlay. Just added this for anyone else.
How do you install it through the github master file.
what is the WorldPosition in the Shader Info node used for?
Would it possible to convert the shader information of this build to game engines like UE5?
bro can u please make a specific tutorial . For example make a scenery with this engine. That tutoruial might help most to understand
I built the goo engine blender on M1 Mac, but as soon as I switch to sharing it crashes. Any solutions?
Does this add anything lightning boy doesn't?
Lightning boy shader has the same limitations as default Blender as outlined in the video! They also use an RGB hack for light groups, which limits the number of light groups to 3. Goo Engine has up to 128 light groups. Their shader is great, though! Using Goo Engine would only enhance Lightning Boy's already amazing shader to unlock its full potential, I think.
@@professorGoo oops I missed it. Thanks for the rep. If it might unlock some potential I'm gonna have to look into it.
What add-ons are compatible with goo engine?
Simping for Goo 😍
Awesome stuff!
Heyo! I downloaded it, im just a bit confused because i don't really know how to install it, is it like an addon or do i have to do different steps?
pretty sure you gonna have to compile it yourself. or Pay his patreon to get it a compiled version. Basiclly if your a developer is free, if not seems like you gonna have to fork up some cash for it
Hello Mr Professor Goo ^^ i wanted to ask if that version is allredy for 4.0 in Blender avalible
Best Reguards
Herr Keks ^^
How are you switching between the 2 node groups??
So i have Goo Engine for Macos, but it crashes once i switch to rendered view. Any fix?
we've pushed a patch for Mac, hopefully it's a bit more stable!
Please! How to run a build that is on Github? Thank you very much in advance.
PS I just never did it and do not understand yet. Even reading the manual for Blender.
How do you install it from the github ? Thank's a lot
quick question, can i use it for baking?
I asked this 5 months ago but 19:36 who's latest usual?
Amazing lipsyncing, Upvoted for just that :)) How did you do that?
I'm using an iPhone and Vseeface! :D
Is there a way to separate out contact shadows too?
Unfortunately contact shadows are handled outside of the shader itself, so we couldn't find a way to manipulate those in the shader editor in Eevee :< we'll definitely be looking for additional solutions in the future!
@@professorGoo Ahh gotcha, I was wondering why things weren't matching up with the shader info node
Wish the best of luck to you guys, keep up the good work
How you do this head animation?